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11/10: Patch 1
11/12: Patch 2
11/13: Patch 3
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Gahlo
United States35114 Posts
No buzzword memes. Current Changes 11/10: Patch 1 11/12: Patch 2 11/13: Patch 3 | ||
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739
Bearded Elder29903 Posts
Also, since I own every single Blitzcrank skin, I think Riot will force me again to purchase Battle Boss :\\ damn it Rito. | ||
Gahlo
United States35114 Posts
As a jungler, I'm mega hype for the Aegis changes. | ||
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Harem
United States11390 Posts
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Jek
Denmark2771 Posts
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phyvo
United States5635 Posts
Re:skarner, I've played around with him on the PBE. With some numbers tweaks he will be serviceable, IMO.
Even with playing him on the PBE I find it hard to make judgements about him. All in all I think some people are overreacting since Riot rarely ignores recently reworked champions who are in bad shape. If stuff like the movement speed loses and other weird decisions really do screw everything over I'm pretty sure they'll take care of it. I do feel like the crazy new items will be a much bigger deal. | ||
Seuss
United States10536 Posts
Mordekaiser is interesting but he still suffers greatly from the problem of actually getting to whatever it is he wants to beat down. This is mitigated a little by being able to ghost Dragon, and in theory having a support who dives (e.g. Leona) will allow you to zoom into range using W. | ||
Ansibled
United Kingdom9872 Posts
It's not that having new mechanics is a bad thing, it's just the ones Riot have come up with don't look like they're very interesting or that they fit in with the game currently. Mordekaiser gaining full XP from duolaning is incredibly unintuitive and there's really no reason for this to be a thing. Skarner now seems almost useless or at least very limited outside of certain areas on the map and is forced into being a jungler. Also some weird balance changes like lol Kassadin buff and lol Lissandra ult. | ||
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Plexa
Aotearoa39261 Posts
Thanks for opening this thread Gahlo, | ||
justiceknight
Singapore5741 Posts
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Ryuu314
United States12679 Posts
On August 06 2015 00:38 justiceknight wrote: so morde can control dragon and ult 1 character to make the fight 7v4? you can only control one at a time. if you ult an enemy champ and get the ghost, but then your team goes and takes dragon, you get the dragon ghost while the champion ghost disappears. The biggest problem I have with Skarner is that his stats were slashed really hard across the board in exchange for the crystal spires passive, which makes him incredibly weaker when not fighting at those specific locations. On top of that, the fact that the enemy can capture spires for gold and vision, while also locking you out of the spires makes Skarner an active detriment to his team simply by being in the game. | ||
Gahlo
United States35114 Posts
On August 06 2015 00:33 Plexa wrote: Yeah I too am confused about the Morde changes, not really sure what they're going for there. Skarner also seems really weird given they reworked him about this time last year. Thanks for opening this thread Gahlo, They want to try out Mordekaiser as their guinea pig for replacing an ADC in the duo lane with a melee character. Game mechanics aside, I think the dragon ghost is hype as fuck. | ||
Seuss
United States10536 Posts
On August 06 2015 00:40 Ryuu314 wrote: Show nested quote + On August 06 2015 00:38 justiceknight wrote: so morde can control dragon and ult 1 character to make the fight 7v4? you can only control one at a time. if you ult an enemy champ and get the ghost, but then your team goes and takes dragon, you get the dragon ghost while the champion ghost disappears. The biggest problem I have with Skarner is that his stats were slashed really hard across the board in exchange for the crystal spires passive, which makes him incredibly weaker when not fighting at those specific locations. On top of that, the fact that the enemy can capture spires for gold and vision, while also locking you out of the spires makes Skarner an active detriment to his team simply by being in the game. To be fair the vision is temporary, you only get it for about 10 seconds, so it's not like having Skarner in the game means your enemies have permanent wards in their jungle. | ||
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739
Bearded Elder29903 Posts
![]() Warmog's Armor Price increased to 2750 from 2500 HP Regen increased to 200% from 0%. Old Passive : REMOVED. New Unique Passive: Grants Warmog's Heart if you have more than 3000 maximum Health. Warmog's Heart restores 3% of your maximum life per second when you haven't taken damage in 8 seconds. But the image says 15% of maximum life? That'd be pretty op :D Edit : Right Ansibled, my bad. | ||
Ansibled
United Kingdom9872 Posts
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VayneAuthority
United States8983 Posts
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Gahlo
United States35114 Posts
On August 06 2015 01:26 VayneAuthority wrote: what a totally lame copout passive. will defensive items ever be cool or interesting? durr i have a bad garen passive so gud. Makes sense to me. I know one of our critiques on the Warmogs passive here on TL is that it's too slow. This change should quintuple the inactive combatant regen. | ||
VayneAuthority
United States8983 Posts
it was a borderline buy before now I think warmogs would be mandatory on soraka with that besides that 8 seconds is an eternity in league, wont do anything for you in teamfights and such as a tank/bruiser which is what I expect its geared at | ||
Zess
Adun Toridas!9144 Posts
I still haven't felt any impact from the health regen changes to be % of base, except that obviously regen items on squishy champs with almost no base regen isn't very good (but they weren't good to begin with). Among tanks and bruisers I thought their design goal was to push for more stratification, but after gutting Riven's base HP5, there hasn't been a champ where the base regen has felt dinstinctive at all (Mundo, Garen, Maokai and Trundle regen a lot, but that is through dedicated mechanics) | ||
lilwisper
United States2515 Posts
On August 06 2015 02:35 Zess wrote: Seems like a low elo crutch, where regen out of combat is the most useful, since your team isn't coordinated / not intuitively on the same page enough to time recalls. Isn't it usually the lower elo's that trend to fight more and not take full time to use out of combat timing for things? | ||
Shiznick
United States2200 Posts
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Slusher
United States19143 Posts
They could also have used the red/blue tunic for Valor, which actually has some cool synergy if you are old enough to remember Zelda 1. In that game the Blue armor made Link immune to the first instance of damage he took on any screen, which is sorta how a 1 second shield works, idk I think it would have been cool. | ||
Gahlo
United States35114 Posts
On August 06 2015 02:35 Zess wrote: Seems like a low elo crutch, where regen out of combat is the most useful, since your team isn't coordinated / not intuitively on the same page enough to time recalls. I still haven't felt any impact from the health regen changes to be % of base, except that obviously regen items on squishy champs with almost no base regen isn't very good (but they weren't good to begin with). Among tanks and bruisers I thought their design goal was to push for more stratification, but after gutting Riven's base HP5, there hasn't been a champ where the base regen has felt dinstinctive at all (Mundo, Garen, Maokai and Trundle regen a lot, but that is through dedicated mechanics) Most champions ended up about even. Low regeners like Riven, Soraka, and Gnar got shafted. High regeners like Darius and Wukong got a decent boon. | ||
Purge
Canada372 Posts
http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/KhcvQBlG-mordekaiser-change-summary-feedback-thread?show=rundown I mean just look at that rundown. This guy is ontop of his shit. I think it says alot that the Morde and Darius reworks were done by CertainlyT and the others by Repetoir. Hes just on a whole different level that guy. We need 2 of him balancing this game. Garen is whatever, sorry hes still just as boring a champ as he always was. The selfslow is bullshit, the true damage is gimmicky, and like all gimmicks we'll have to see its usecases. Could be useful against tanks though. Skarner will probably get his ms back at some point, but right now I think he's half finished from a rework perspective. I for example dont see how his passive should give anyone else other than Skarners team an advantage - i.e. in exchange for stickiness and lifesteal/spellvamp scaling, Skarners team gets access to unique vision totems that give him increased skirmishing power. I mean honestly the fact that he doesnt seem to get stats from them without their activation is more than enough of a drawback to them as opposed to them giving actual bonuses to the other team in terms of vision. You're denying him so much effective gold with just depowering them alone. Id remake it so that: - Skarner has access to activating vision totems that grant him x(scaling per level) bundle of stats - Standing in range of a totem increases his size - Vision works as it does on live (small cv style bonus) - Skarner can only have 2 active at a time - the time taken to activate a totem scales down with ult rank - denying Skarner access to a totem for (x) seconds depowers them Seems much more fair than it is on PBE currently. | ||
Ryuu314
United States12679 Posts
I get that Riot wants the shrines to be interactive and give the other team reason to contest/capture them, but it's just a huge free boost for the enemy team that Skarner basically can't contest, especially since without the shrines he's super gutted by nerfs to his numbers across the board. | ||
Purge
Canada372 Posts
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Ansibled
United Kingdom9872 Posts
I appreciate buffing Twitch before we get to see if he is played with new crit item. | ||
Gahlo
United States35114 Posts
On August 06 2015 09:27 Ryuu314 wrote: Hell, I'd be fine with the Skarner rework if they just removed the fact that the opposing team can capture his shrines for free gold and vision. That's just straight up retarded. I get that Riot wants the shrines to be interactive and give the other team reason to contest/capture them, but it's just a huge free boost for the enemy team that Skarner basically can't contest, especially since without the shrines he's super gutted by nerfs to his numbers across the board. It's only a flash of vision and 15 gold for an opponent capture. Skarner gets the gold for capping the shrines too. On August 06 2015 10:20 Ansibled wrote: http://www.surrenderat20.net/2015/08/85-pbe-update.html I appreciate buffing Twitch before we get to see if he is played with new crit item. What new crit item? | ||
Purge
Canada372 Posts
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Ansibled
United Kingdom9872 Posts
On August 06 2015 10:20 Gahlo wrote: Show nested quote + On August 06 2015 09:27 Ryuu314 wrote: Hell, I'd be fine with the Skarner rework if they just removed the fact that the opposing team can capture his shrines for free gold and vision. That's just straight up retarded. I get that Riot wants the shrines to be interactive and give the other team reason to contest/capture them, but it's just a huge free boost for the enemy team that Skarner basically can't contest, especially since without the shrines he's super gutted by nerfs to his numbers across the board. It's only a flash of vision and 15 gold for an opponent capture. Skarner gets the gold for capping the shrines too. Show nested quote + On August 06 2015 10:20 Ansibled wrote: http://www.surrenderat20.net/2015/08/85-pbe-update.html I appreciate buffing Twitch before we get to see if he is played with new crit item. What new crit item? The support binding thing. | ||
Gahlo
United States35114 Posts
On August 06 2015 10:26 Purge wrote: It denys Skarner the shrine bonuses Obviously. I just think the lamenting of opponent bonuses is hyperbolic considering how small they are compared to how big a benefit Skarner gets from them. | ||
Disengaged
United States6994 Posts
On August 06 2015 00:45 Gahlo wrote: Show nested quote + On August 06 2015 00:33 Plexa wrote: Yeah I too am confused about the Morde changes, not really sure what they're going for there. Skarner also seems really weird given they reworked him about this time last year. Thanks for opening this thread Gahlo, They want to try out Mordekaiser as their guinea pig for replacing an ADC in the duo lane with a melee character. Game mechanics aside, I think the dragon ghost is hype as fuck. Yeah I don't see that happening lol | ||
iCanada
Canada10660 Posts
On August 06 2015 10:30 Gahlo wrote: Obviously. I just think the lamenting of opponent bonuses is hyperbolic considering how small they are compared to how big a benefit Skarner gets from them. I don't think it matters what kind of bonuses he gets... at some point he'll need to defend or sishe a tower and he'll be useless. The node design makes him the worst champ at playing from behind. | ||
Gahlo
United States35114 Posts
On August 06 2015 11:16 iCanada wrote: Show nested quote + On August 06 2015 10:30 Gahlo wrote: On August 06 2015 10:26 Purge wrote: It denys Skarner the shrine bonuses Obviously. I just think the lamenting of opponent bonuses is hyperbolic considering how small they are compared to how big a benefit Skarner gets from them. I don't think it matters what kind of bonuses he gets... at some point he'll need to defend or sishe a tower and he'll be useless. The node design makes him the worst champ at playing from behind. In the vast majority of jungle matchups he straight up wins fights. The AS and MS means he'll win those fights faster, be able to chase people down, or run away if he can't win for some reason. | ||
Slusher
United States19143 Posts
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Alaric
France45622 Posts
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Slusher
United States19143 Posts
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Sonnington
United States1107 Posts
On August 06 2015 02:13 VayneAuthority wrote: the only thing that warmogs change actually affects is like soraka. taking damage from healing people doesnt count as taking damage right? it was a borderline buy before now I think warmogs would be mandatory on soraka with that besides that 8 seconds is an eternity in league, wont do anything for you in teamfights and such as a tank/bruiser which is what I expect its geared at I've had the same train of thought before. I've tried going mass HP regen items with the new Soraka. It performs poorly. CDR, pots, and AP perform just as well to restore HP by using Q to self heal. In comparison to defensive HP items with HP regen, they're much less efficient because you're not going to want to use the defensive stats on those items and her W inherently reduces their efficiency. | ||
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Plexa
Aotearoa39261 Posts
On August 06 2015 11:41 Slusher wrote: buffing spray and pray is nice and all but that part of his game is already strong, his lane phase is still terrible due to having 1 damage ability and being tied for the lowest base ad of all adc Increasing his scaling is actually a good way of buffing twitch. Strengthen his early game too much and he starts wrecking things. I'd much rather they give twitch a clearly defined power curve which increases over time than homogenize twitch by mellowing out his power curve (which is what would happen if you buffed his early game). | ||
iCanada
Canada10660 Posts
On August 06 2015 11:20 Gahlo wrote: Show nested quote + On August 06 2015 11:16 iCanada wrote: On August 06 2015 10:30 Gahlo wrote: On August 06 2015 10:26 Purge wrote: It denys Skarner the shrine bonuses Obviously. I just think the lamenting of opponent bonuses is hyperbolic considering how small they are compared to how big a benefit Skarner gets from them. I don't think it matters what kind of bonuses he gets... at some point he'll need to defend or sishe a tower and he'll be useless. The node design makes him the worst champ at playing from behind. In the vast majority of jungle matchups he straight up wins fights. The AS and MS means he'll win those fights faster, be able to chase people down, or run away if he can't win for some reason. He did before... does he still now that he loses all his free stats? | ||
TheTenthDoc
United States9561 Posts
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Ansibled
United Kingdom9872 Posts
On August 06 2015 22:27 Plexa wrote: Oh hey, Velkoz and Twitch buffs Show nested quote + On August 06 2015 11:41 Slusher wrote: buffing spray and pray is nice and all but that part of his game is already strong, his lane phase is still terrible due to having 1 damage ability and being tied for the lowest base ad of all adc Increasing his scaling is actually a good way of buffing twitch. Strengthen his early game too much and he starts wrecking things. I'd much rather they give twitch a clearly defined power curve which increases over time than homogenize twitch by mellowing out his power curve (which is what would happen if you buffed his early game). I'm a bit worried it's going to end up being abusive with new Zeke's. AD buffs whilst you get 50% crit for your ult duration. | ||
Jek
Denmark2771 Posts
The buffs to these 3 champions are for me more exciting than the three reworks and new items. | ||
intotheheart
Canada33091 Posts
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AlterKot
Poland7525 Posts
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phyvo
United States5635 Posts
+ Show Spoiler [source] + Base Stats
E - Fracture
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Seuss
United States10536 Posts
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Ansibled
United Kingdom9872 Posts
On August 07 2015 04:06 Seuss wrote: 63% increase in zone size is probably the most important change there. Everything else is also important, but that extra zone of control is absolutely huge. It is, but I still don't see how it will make Skarner good. You don't have to fight him there, and he lost a lot for it. IDK, it might be strong but I still don't like this dominion thing. | ||
Goumindong
United States3529 Posts
Prototype Core AP per level lowered to 1 from 3 Now grants 10 mana per level The Hex Core Mk-1 AP per level lowered to 3 from 4 No longer gives 20 flat ability power No longer gives 150 mana Now gives +15 mana per level The Hex Core mk-2 AP per level increased to 6 from 5 No longer gives 40 flat ability power No longer gives 300 mana Now gives +20 mana per level Perfect Hex Core AP per level increased to 10 from 6 No longer gives 60 flat ability power No longer gives 500 mana Now gives +25 mana per level Total Stats at Perfect and level 18: 450 Mana 180 AP [vs 148 current] At base you're weaker by 2 AP/level. At mk-1 you're weaker by 1 AP/level and 20 AP. At mk-2 you're weaker by 1 AP/level and 40 AP. With the Perfect Core you're weaker at any point before level 15, even at 15. Better at 16,17,18. [minus the mana of course] | ||
Ansibled
United Kingdom9872 Posts
Also Viktor is pretty much the strongest mid currently. | ||
Gahlo
United States35114 Posts
On August 07 2015 09:54 Goumindong wrote: Not sure if this is the place to discuss Viktor changes but they're gutting his early game. Which is hilarious because he isn't all that good Prototype Core AP per level lowered to 1 from 3 Now grants 10 mana per level The Hex Core Mk-1 AP per level lowered to 3 from 4 No longer gives 20 flat ability power No longer gives 150 mana Now gives +15 mana per level The Hex Core mk-2 AP per level increased to 6 from 5 No longer gives 40 flat ability power No longer gives 300 mana Now gives +20 mana per level Perfect Hex Core AP per level increased to 10 from 6 No longer gives 60 flat ability power No longer gives 500 mana Now gives +25 mana per level Total Stats at Perfect and level 18: 450 Mana 180 AP [vs 148 current] At base you're weaker by 2 AP/level. At mk-1 you're weaker by 1 AP/level and 20 AP. At mk-2 you're weaker by 1 AP/level and 40 AP. With the Perfect Core you're weaker at any point before level 15, even at 15. Better at 16,17,18. [minus the mana of course] You couldn't be more wrong. | ||
Ansibled
United Kingdom9872 Posts
Elise change is weird. | ||
Goumindong
United States3529 Posts
On August 07 2015 10:01 Gahlo wrote: Show nested quote + On August 07 2015 09:54 Goumindong wrote: Not sure if this is the place to discuss Viktor changes but they're gutting his early game. Which is hilarious because he isn't all that good Prototype Core AP per level lowered to 1 from 3 Now grants 10 mana per level The Hex Core Mk-1 AP per level lowered to 3 from 4 No longer gives 20 flat ability power No longer gives 150 mana Now gives +15 mana per level The Hex Core mk-2 AP per level increased to 6 from 5 No longer gives 40 flat ability power No longer gives 300 mana Now gives +20 mana per level Perfect Hex Core AP per level increased to 10 from 6 No longer gives 60 flat ability power No longer gives 500 mana Now gives +25 mana per level Total Stats at Perfect and level 18: 450 Mana 180 AP [vs 148 current] At base you're weaker by 2 AP/level. At mk-1 you're weaker by 1 AP/level and 20 AP. At mk-2 you're weaker by 1 AP/level and 40 AP. With the Perfect Core you're weaker at any point before level 15, even at 15. Better at 16,17,18. [minus the mana of course] You couldn't be more wrong. He will likely not be able to one shot the wave at 9 And no I am right we had this discussion already. His soloqueue win rate is distinctly middle of the road and his professional win rate ranges from "eh" to "good lord shitty like none other". Even correcting for strength of schedule does not fix these issues. He has some advantages which it isn't worth discussing here so he isn't worthless to pick but he isnt "one of the best" or anything like that. And there is basically no argument to be made that he is. | ||
Gahlo
United States35114 Posts
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Goumindong
United States3529 Posts
And no, bad champions are perfectly fine being stable meta picks. Current Corki being a prime example[loads of pro picks... loads of pro losses!]. Or Leblanc when she had a goddamn 44% soloqueue win rate and yet people still thought she was oppressive. | ||
cLutZ
United States19573 Posts
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Goumindong
United States3529 Posts
On August 07 2015 12:23 cLutZ wrote: That just seems like a fundamental misunderstanding of pro play by you. No. I know why Viktor. He can stall(usually unless its against heavy dive). He can farm almost regardless of the matchup and so is unlikely to lose you the game on that if your mid is severely outmatched. He can fit into a decent number of team compositions and so can be picked early without tipping your hand or losing you the mid matchup. He is also strong against Azir specifically, who is otherwise ridiculous. He just isn't that strong, even with those advantages. | ||
cLutZ
United States19573 Posts
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Sonnington
United States1107 Posts
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Alaric
France45622 Posts
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NeoIllusions
United States37500 Posts
I'm not sure he warrants any nerfs but he's definitely in a very good place right now, obv so consider his pick status in the pro scene right now. Those of you that don't think Viktor is good just haven't played with/against a competent Viktor imo. | ||
Goumindong
United States3529 Posts
On August 07 2015 13:03 Sonnington wrote: Corki I understand. He has wicked waveclear and strong poke to complement the poke. He's also really safe. Viktor on the other hand I don't particularly get. I understand what you're saying Goumindong. But If Viktor is ok to play mid, so should Malzahar. Than again, Faker's never played Malz, so... ahem, I agree overall, I don't see Viktor being overly strong and in need of nerfs considering his performance in solo queue and recent competitive play. Malzahar can't insta clear a wave. He has to wait for ticks (which can be tanked by intrepid members of the other team) and can also be stopped in its path by Banner (I.E. with banner it stops Viktor too, but Viktor still gets the rest of the wave. Banner stops aids from propagating) After these changes however... 20 AP and 1 AP/level is pretty big. When you first start clearing waves you will be 25 AP down (or you won't have your Q augment). By level 9 you will be at least 29 AP below what you were prior to the PBE changes. If you got your second augment before that/around there then you're 49 AP down and you most definitely can't clear waves. The nerf at that point is worth about two to three kills of advantage.[900 ish gold]. On August 07 2015 12:57 cLutZ wrote: You just described a strong competitive champion. Dade used to do all those things in champion select with Ziggs, Zed, etc early picks to give the rest of his team pick/ban advantages. You also neglected to say how strong he is against Ezreal and Kassadin, and how he crowds out a large % of Ap mids by being as good at their niches, without commiserate disadvantages. No. Because if those things were so strong advantages then they would show up as advantages. Unless his kit is so weak that he has a 50% strength of schedule adjusted win rate despite that.[note that his real win rate is lower than that in all leagues, hit hits 50% only in the LPL] He loses games to Ezreal and Kassadin so i am not going to say he is strong against them. On August 07 2015 13:31 NeoIllusions wrote: l0l at some of you guys. I won't say much about pre-rework Viktor but current Viktor is strong as balls. Great wave clear, solid team fight and poke, and ridiculous burst (allow me to stress this last point). I'm not sure he warrants any nerfs but he's definitely in a very good place right now, obv so consider his pick status in the pro scene right now. Those of you that don't think Viktor is good just haven't played with/against a competent Viktor imo. Good champions win games; Viktor doesn't. Not in soloque, not in LPL, not in LCS (certainly not in LCS), not in LCK. He doesn't lose games either though, so he has that going for him. He's not actively bad but he just isn't particularly good. Indeed, if there was ever a particularly balanced champion who saw a lot of play it would be him. Near 50% win rate, slightly better in some matchups, worse in others. Reasons to pick him, reasons to ban him. He has all of the wave clear dickery that Fizz and Co before they were nerfed had but actual weaknesses to go along with it. Some people here think he is like super OP he is not. cLutZ didn't understand why he wasn't perma banned in LCS (answer 4 wins in 20 attempts including tie breakers). If these changes go through though he will be pretty dead. Not like "eh, kind of weak" but like super weak. They neuter the one thing keeping him competitive and the primary reason for picking him. | ||
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NeoIllusions
United States37500 Posts
Solo queue, I've seen plenty of Viktors hard carry solo q at low/mid Diamond with all his previously mentioned strengths. I don't know what elo you normally play at, but maybe you just haven't seen many. Ok, np. But when you want to spout nonsense that has evidence against the contrary, I'm just going to outright call you bad and you should just stop shitposting for the sake of keeping our GD sensible. LCK Week 12 SKT T1 bans Viktor both games against Samsung KT vs IM, Nagne plays Viktor all three matches. He fucking hard carries in Game 1 (443 CS in 43 min game, 8-2-6 stat line). Game 2, he can't carry KT, despite having second most gold in the game and most kills. Game 3, he still does respectably. LCK Week 11 Jin Air vs SBENU, Viktor picked all three matches, on winning team each game. SKT T1, vs IM, Easyhoon picks Viktor both matches and trololols all over the place NaJin vs Samsung, Ggoong also double Viktor in two matches ftw. You can click on the links for the rest of the LCK play days yourself and you'll see resounding evidence that not only is Viktor a solid (read: good) pick but he's been raised to ban tier in Korea. If all the picks+bans and outstanding stat lines for Viktor on winning teams isn't enough to convince you he's good, you need to pull your head out of the sand. It's one thing to think Viktor isn't that strong (I personally do not think he warrants nerfs yet. Riot plz don't kneejerk) but it's a completely different to take the stance that Viktor is somehow kind of weak. If you somehow still think Viktor is trash tier, plz provide some kind of support other than your personal opinion. thx~ Edit: idk how Viktor is doing in LPL. I can check later. But if LCS Viktors are shitting up the champion's stat line, chalk it up to white people being white people. (please see: LCS Rengar) | ||
IamPryda
United States1186 Posts
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cLutZ
United States19573 Posts
On August 07 2015 15:56 NeoIllusions wrote: Now I know you're talking out of your ass. Solo queue, I've seen plenty of Viktors hard carry solo q at low/mid Diamond with all his previously mentioned strengths. I don't know what elo you normally play at, but maybe you just haven't seen many. Ok, np. But when you want to spout nonsense that has evidence against the contrary, I'm just going to outright call you bad and you should just stop shitposting for the sake of keeping our GD sensible. LCK Week 12 SKT T1 bans Viktor both games against Samsung KT vs IM, Nagne plays Viktor all three matches. He fucking hard carries in Game 1 (443 CS in 43 min game, 8-2-6 stat line). Game 2, he can't carry KT, despite having second most gold in the game and most kills. Game 3, he still does respectably. LCK Week 11 Jin Air vs SBENU, Viktor picked all three matches, on winning team each game. SKT T1, vs IM, Easyhoon picks Viktor both matches and trololols all over the place NaJin vs Samsung, Ggoong also double Viktor in two matches ftw. You can click on the links for the rest of the LCK play days yourself and you'll see resounding evidence that not only is Viktor a solid (read: good) pick but he's been raised to ban tier in Korea. If all the picks+bans and outstanding stat lines for Viktor on winning teams isn't enough to convince you he's good, you need to pull your head out of the sand. It's one thing to think Viktor isn't that strong (I personally do not think he warrants nerfs yet. Riot plz don't kneejerk) but it's a completely different to take the stance that Viktor is somehow kind of weak. If you somehow still think Viktor is trash tier, plz provide some kind of support other than your personal opinion. thx~ Edit: idk how Viktor is doing in LPL. I can check later. But if LCS Viktors are shitting up the champion's stat line, chalk it up to white people being white people. (please see: LCS Rengar) Just FYI, his argument is not arguable because he just randomly makes up parameters that he thinks are important for champions. | ||
Goumindong
United States3529 Posts
How about this. In the LPL graves is something like 2/22. Would you argue that graves is a strong champion because you've seen him win soloqueue games by hard carrying? Yea no. Even if in at least one of those games graves was used realy well and in a good and structured comp around his advantages! And viktor isn't bad in the LPL he just isn't strong. He doesn't have a win rate advantage over (almost) any other mid champion. In the summer LPL he has a 47.2% win rate: http://www.gamesoflegends.com/champion/stats.php?id=104&season=ALL&tournament=LPL Summer 2015 In the summer LCK he has a 47.8% win rate: http://www.gamesoflegends.com/champion/stats.php?id=104&season=ALL&tournament=LCK Summer 2015 In all of Season 5 Summer he has a 44.5% win rate: http://www.gamesoflegends.com/champion/stats.php?id=104&season=S5&split=Summer In all of season 5 he has a 46.8% win rate: http://www.gamesoflegends.com/champion/stats.php?id=104&season=S5 The only regular seasons he has a positive win rate at all is LPL spring and champions spring (though a small number of games here and seriously buttressed by only being played by Faker twice and the GE Tigers the rest of the time) But you know, you saw him carry once so I guess none of that matters. And another person saw him farm against an Ezreal so his 42.9% win rate against ezreal in he LCK summer doesn't matter. Edit: strength of schedule brings those numbers up slightly, since besides the early picks in the spring Viktor has a slight to heavy "weak team bias" if I understood crates work on it (I am too lazy to figure it out and recreate a SoS model so I will trust him) but they don't bring them up over 50% | ||
Alaric
France45622 Posts
I mean, look at the juggernaut reworks, look at Viktor now, look at other champions... Riot keeps nerfing champions' early and mid game in exchange for a (often little) better late game. In some cases, like Ryze and Azir, it's warranted since that's the intended strength of the champion. But whenever they get their hands on a lane bully they try to remove that (removing a lot of damage from Viktor's Q early, weakening Cass' laning phase, Darius whose power curve they aim at completely reversing, etc.) and they're homogeneising power curves in their own way (not because they make everyone equally strong lategame, but because they refuse to make champions strong early; granted, Rek'Sai, Elise and possibly Nidalee showed that they don't exactly know how to make a strong early, meh late champ without breaking it). I'd rather have Viktor made a bit weaker late game, or even something like increasing the price of subsequent augments (for example make the level 1 cheaper but remove some stats like the flat 20 AP, then mk. 2 same price, less stats, then mk. 3 a bit more expensive) so he keeps his curve and spikes. If they smash his wave clear he's going to be a lot weaker at roaming, especially because of the mana cost and cooldown on E making him unable to cast twice a wave. | ||
IamPryda
United States1186 Posts
By my accounts he has the following going for him Safe to blind pick Early lane bully Great wave clear Blue dependency is average Good burst at level 6 Good zoning at dragons. Strong late game damage. Do I think he needs a nerf no but is he currently one of the strongest mid laners and a borderline outlier not azir tier but close enough | ||
Alaric
France45622 Posts
From what you say, he used to be an actual lane bully pre-rework, now he's still not a pushover but he doesn't bully that much. He has some very bad match-ups (although Zed isn't popular anymore, and Diana was played to rush RUneglaive over Abyssal), and he's just as vulnerable to jungle pressure as other immobile mages (setup time on W makes it not that good unless you see the enemy coming from afar or they dive you), note that despite good base armour his HP pool is relatively low so he dies very fast. On top of that if you force a back before he has 1k gold you actually delay his timing by 2-3 minutes, especially if he spent gold, and he'll have to recall again anyway to get it. The Blue dependency thing doesn't combine with the zoning and wave clear: if you only clear the wave, sure, you can go by without blue (assuming you go Morellonomicon), but if you have to use more spells to harass, or zone at dragon, E empties your mana pool really fast. Viktor's actually meh at killing dragon/baron until late game because E is costly and the dps from Q is low. It doesn't mean I agree, only that I limit is "low blue dependency" to sitting in lane and waveclearing. But you're playing Viktor, not Anivia or Ziggs, so as far as I'm concerned that's not something I wanna do. The late game damage comes mostly from Q (it deals almost as much as augmented E, and has a much lower cooldown), which was changed in the rework: made shit in comparison in the early game (you lose around 20 damage, and in a Q-aa harass combo (which was already doable before since Q had less range than his aa) the aa is converted to magic damage and even without runes your opponent has more MR than armour early), it's only at level 13 (when you finish maxing it) that its value is equal in raw numbers to pre-rework Q, and then it starts getting a lot of damage each level until it sits at 400+ damage. Which was exactly my point: make him weaker in lane, buff his late game. Like every other champion they buff. And I'd rather see him lose part of that than be nerfed further early and lose his signature features (great waveclear and augmented E power spike). | ||
Seuss
United States10536 Posts
First, 45%+ win rate in competitive fundamentally doesn't indicate a champion is weak. It basically indicates exactly what Neo's been saying, Viktor is a strong but not OP champion. He's going toe to toe with the best champions/team compositions LoL has to offer and he's [i]almost[i] winning as many games as he loses. That's not the mark of a weak champion. Second, champions that are anything less than good get dropped from competitive play fast. If Viktor was weak you wouldn't see him picked so often by so many different players in so many different leagues for such a long time. That simply doesn't happen for weak champions. | ||
Goumindong
United States3529 Posts
On August 07 2015 21:27 IamPryda wrote: From a solo q stand point what exactly is Viktor missing in your opinion. By my accounts he has the following going for him Safe to blind pick Early lane bully Great wave clear Blue dependency is average Good burst at level 6 Good zoning at dragons. Strong late game damage. Do I think he needs a nerf no but is he currently one of the strongest mid laners and a borderline outlier not azir tier but close enough He doesn't have a greater than 50% win rate in any ranked division. Not plat not gold not diamond not master not bronze Many many other mid laners win more games han he. In soloqueue and in pro play. So say what you will about his advantages but they don't show up so either he must have commensurate disadvantages or other mid champions must do that as well. That indeed does make a champion "not strong" Look of the top 20 picked champions(over 100 total picks) in the summer he has the lowest win rate of all of them. Only three (iirc) are below 50% significantly. Things do not get better as you expand the pool to lower total picks. That isn't the stats of a "strong mid laner" or even "one of the better mid laners". He is right there stuck in the middle of the pack. | ||
phyvo
United States5635 Posts
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Seuss
United States10536 Posts
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Sonnington
United States1107 Posts
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Seuss
United States10536 Posts
I don't see any downside here. | ||
Goumindong
United States3529 Posts
On August 08 2015 06:00 Seuss wrote: I don't understand your complaint. You can get to your opponent just as well as before, and now you can pull them further from safety. You may not always want to, but sometimes you certainly will. Plus you get to stun more often and get movement/attack speed whenever you do. I don't see any downside here. He is saying that the ideal buff would be to boost Skarners move speed before he ulted so that he could more easily ult. | ||
iCanada
Canada10660 Posts
On August 08 2015 06:00 Seuss wrote: I don't understand your complaint. You can get to your opponent just as well as before, and now you can pull them further from safety. You may not always want to, but sometimes you certainly will. Plus you get to stun more often and get movement/attack speed whenever you do. I don't see any downside here. He's saying it makes his ganks less scary cuz now he runs slow when he gets to lane instead of zoom zoom with W. | ||
Seuss
United States10536 Posts
On August 08 2015 06:07 Goumindong wrote: Show nested quote + On August 08 2015 06:00 Seuss wrote: I don't understand your complaint. You can get to your opponent just as well as before, and now you can pull them further from safety. You may not always want to, but sometimes you certainly will. Plus you get to stun more often and get movement/attack speed whenever you do. I don't see any downside here. He is saying that the ideal buff would be to boost Skarners move speed before he ulted so that he could more easily ult. On August 08 2015 07:05 iCanada wrote: Show nested quote + On August 08 2015 06:00 Seuss wrote: I don't understand your complaint. You can get to your opponent just as well as before, and now you can pull them further from safety. You may not always want to, but sometimes you certainly will. Plus you get to stun more often and get movement/attack speed whenever you do. I don't see any downside here. He's saying it makes his ganks less scary cuz now he runs slow when he gets to lane instead of zoom zoom with W. But you still get a movespeed boost from W. Same one as before. The only movespeed boost he lost was the one on Q which was 100% irrelevant for zooming into lane. | ||
phyvo
United States5635 Posts
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Sonnington
United States1107 Posts
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JazzVortical
Australia1825 Posts
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Gahlo
United States35114 Posts
On August 08 2015 08:04 JazzVortical wrote: S@20 is now saying Dead Man's Plate can bought on Summoner's Rift in regular games. Having two big armour/health (one more offensive, one defensive) items could be interesting Yup, it was in yesterday's patch I believe. | ||
Ansibled
United Kingdom9872 Posts
Now just restore the other half and I will like you again Riot. | ||
Seuss
United States10536 Posts
On August 08 2015 07:46 Sonnington wrote: Oh, I was under the impression they removed his W speed boost along with his Q and -15 off of base in exchange for the MS he gets from the shrines. Well, looks like I was wrong about the W. In that case, these are ridiculously large buffs. Something has to give. Yeah, the base movement speed change got reverted too. It's buff city for him. Full list of current changes here: http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/d2bmpMif-skarner-pbe-changelist-and-feedback-thread | ||
Zess
Adun Toridas!9144 Posts
http://gfycat.com/WelltodoVigorousHeron Not sure how I feel about the Morde rework. On the one hand, League needs to have more polarizing champions, because there are so little of them right now with everyone having roughly the same scaling (so the "hard" scales just scale a bit harder than the "not so hard" scalers) and power curves. On the other hand, the League ecosystem is really unfit for binary champions because everything else has spent so much balance time predicated on normalized ratios / cooldowns / items. | ||
Gahlo
United States35114 Posts
On August 12 2015 04:59 Zess wrote: 2225 magic damage before resists off of the new Morde Q proc is pretty lulz: http://gfycat.com/WelltodoVigorousHeron Not sure how I feel about the Morde rework. On the one hand, League needs to have more polarizing champions, because there are so little of them right now with everyone having roughly the same scaling (so the "hard" scales just scale a bit harder than the "not so hard" scalers) and power curves. On the other hand, the League ecosystem is really unfit for binary champions because everything else has spent so much balance time predicated on normalized ratios / cooldowns / items. My favorite part was "Brand: What" | ||
Ansibled
United Kingdom9872 Posts
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obesechicken13
United States10467 Posts
Volibear Thunder Claws (R) [new effect] now strikes up to 4 near by enemies for 75/115/115 (+.3 AP) on the initial cast. [video preview] This is everyone's last chance to try sated devourer Volibear! He's definitely got the most probable dps with just sated as an item. Because 155 damage that splashes is kinda OP. It's hard to get to your targets and stick to them so I usually get sated, righteous glory, merc treads, and sometimes into a botrk. When you do stick to people or they come to try to duel you, your damage is totally unexpected. I also like how Deadman's Plate and Sterak's Gage don't require keypresses for when you want to play a fighter and not have to think about that stuff. | ||
Gahlo
United States35114 Posts
On August 16 2015 03:28 obesechicken13 wrote: So glad the neurotoxin changes aren't going through for Elise. She's a strong enough duelist already. Show nested quote + Volibear Thunder Claws (R) [new effect] now strikes up to 4 near by enemies for 75/115/115 (+.3 AP) on the initial cast. [video preview] This is everyone's last chance to try sated devourer Volibear! He's definitely got the most probable dps with just sated as an item. Because 155 damage that splashes is kinda OP. It's hard to get to your targets and stick to them so I usually get sated, righteous glory, merc treads, and sometimes into a botrk. When you do stick to people or they come to try to duel you, your damage is totally unexpected. I also like how Deadman's Plate and Sterak's Gage don't require keypresses for when you want to play a fighter and not have to think about that stuff. Why would it be last? All they're doing is ADDING a chain lightning on cast. They aren't removing previous effects. | ||
Sufficiency
Canada23833 Posts
On August 12 2015 04:59 Zess wrote: 2225 magic damage before resists off of the new Morde Q proc is pretty lulz: http://gfycat.com/WelltodoVigorousHeron Not sure how I feel about the Morde rework. On the one hand, League needs to have more polarizing champions, because there are so little of them right now with everyone having roughly the same scaling (so the "hard" scales just scale a bit harder than the "not so hard" scalers) and power curves. On the other hand, the League ecosystem is really unfit for binary champions because everything else has spent so much balance time predicated on normalized ratios / cooldowns / items. Remember Nasus exists. 2k damage Morde will be fine. | ||
obesechicken13
United States10467 Posts
On August 16 2015 06:15 Gahlo wrote: Show nested quote + On August 16 2015 03:28 obesechicken13 wrote: So glad the neurotoxin changes aren't going through for Elise. She's a strong enough duelist already. Volibear Thunder Claws (R) [new effect] now strikes up to 4 near by enemies for 75/115/115 (+.3 AP) on the initial cast. [video preview] This is everyone's last chance to try sated devourer Volibear! He's definitely got the most probable dps with just sated as an item. Because 155 damage that splashes is kinda OP. It's hard to get to your targets and stick to them so I usually get sated, righteous glory, merc treads, and sometimes into a botrk. When you do stick to people or they come to try to duel you, your damage is totally unexpected. I also like how Deadman's Plate and Sterak's Gage don't require keypresses for when you want to play a fighter and not have to think about that stuff. Why would it be last? All they're doing is ADDING a chain lightning on cast. They aren't removing previous effects. They nerfed the third rank by 40 damage per auto. | ||
Gahlo
United States35114 Posts
On August 16 2015 14:29 obesechicken13 wrote: Show nested quote + On August 16 2015 06:15 Gahlo wrote: On August 16 2015 03:28 obesechicken13 wrote: So glad the neurotoxin changes aren't going through for Elise. She's a strong enough duelist already. Volibear Thunder Claws (R) [new effect] now strikes up to 4 near by enemies for 75/115/115 (+.3 AP) on the initial cast. [video preview] This is everyone's last chance to try sated devourer Volibear! He's definitely got the most probable dps with just sated as an item. Because 155 damage that splashes is kinda OP. It's hard to get to your targets and stick to them so I usually get sated, righteous glory, merc treads, and sometimes into a botrk. When you do stick to people or they come to try to duel you, your damage is totally unexpected. I also like how Deadman's Plate and Sterak's Gage don't require keypresses for when you want to play a fighter and not have to think about that stuff. Why would it be last? All they're doing is ADDING a chain lightning on cast. They aren't removing previous effects. They nerfed the third rank by 40 damage per auto. a) No, they didn't. That is an added effect, shown by the updated tooltip of ![]() As opposed to(from the wiki) Active: For 12 seconds, Volibear's basic attacks deal bonus magic damage that bounces to up to 3 nearby unaffected enemies. Bonus Magic Damage: 75 / 115 / 155 (+ 30% AP) It is literally just a free chain lightning for turning on the ult and is a straight up buff regardless of the fact that... b) Simple fact checking over at RoG confirms that it is a typ of 115 at 3rd rank instead of 155. | ||
obesechicken13
United States10467 Posts
On August 16 2015 14:44 Gahlo wrote: Show nested quote + On August 16 2015 14:29 obesechicken13 wrote: On August 16 2015 06:15 Gahlo wrote: On August 16 2015 03:28 obesechicken13 wrote: So glad the neurotoxin changes aren't going through for Elise. She's a strong enough duelist already. Volibear Thunder Claws (R) [new effect] now strikes up to 4 near by enemies for 75/115/115 (+.3 AP) on the initial cast. [video preview] This is everyone's last chance to try sated devourer Volibear! He's definitely got the most probable dps with just sated as an item. Because 155 damage that splashes is kinda OP. It's hard to get to your targets and stick to them so I usually get sated, righteous glory, merc treads, and sometimes into a botrk. When you do stick to people or they come to try to duel you, your damage is totally unexpected. I also like how Deadman's Plate and Sterak's Gage don't require keypresses for when you want to play a fighter and not have to think about that stuff. Why would it be last? All they're doing is ADDING a chain lightning on cast. They aren't removing previous effects. They nerfed the third rank by 40 damage per auto. a) No, they didn't. That is an added effect, shown by the updated tooltip of ![]() As opposed to(from the wiki) Active: For 12 seconds, Volibear's basic attacks deal bonus magic damage that bounces to up to 3 nearby unaffected enemies. Bonus Magic Damage: 75 / 115 / 155 (+ 30% AP) It is literally just a free chain lightning for turning on the ult and is a straight up buff regardless of the fact that... b) Simple fact checking over at RoG confirms that it is a typ of 115 at 3rd rank instead of 155. I see. I thought it was a buff & nerf thing where the skill got nerfed and then buffed slightly at the same time, often making it an overall nerf. | ||
Slusher
United States19143 Posts
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Sonnington
United States1107 Posts
Thornmail Cost increased to 2300 from 2100. Passive: Now reflects [15% of pre-mitigation damage and 25% of your bonus Armor.] instead of [30% pre-mitigation damage] It's about time they did something about Thornmail, but it seems like they're going too far by nerfing armour while nerfing cinderhulk at the same time. | ||
Gahlo
United States35114 Posts
On August 17 2015 11:41 Sonnington wrote: This and the other armour item nerfs: Show nested quote + Thornmail Cost increased to 2300 from 2100. Passive: Now reflects [15% of pre-mitigation damage and 25% of your bonus Armor.] instead of [30% pre-mitigation damage] It's about time they did something about Thornmail, but it seems like they're going too far by nerfing armour while nerfing cinderhulk at the same time. Yeah, I don't get the cinderhulk nerf at all. Shit's already 3rd best jungle enchantment and all its good champions(in soloq) have taken nerfs. | ||
obesechicken13
United States10467 Posts
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Gahlo
United States35114 Posts
On August 17 2015 13:07 obesechicken13 wrote: The breakeven's 1000 bonus health from the old cinderhulk to the new one. Which I admit is hard to reach. Actually, the break even point is 870 bonus HP, since Cinderhulk's passive applies to itself. So once you aquire 470+ bonus HP from sources other than Cinderhulkm you'll be eternally "behind". 9 Defence and BV or Sunfire is 486 9 Defence and SV or Randuin's is 436 It isn't hard to hit at all. | ||
obesechicken13
United States10467 Posts
Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. | ||
Gahlo
United States35114 Posts
On August 17 2015 13:31 obesechicken13 wrote: I'm not counting the health that cinderhulk itself grants because that makes the math too wonky. Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. You can't "not count" it. That isn't how it works. | ||
obesechicken13
United States10467 Posts
On August 17 2015 13:50 Gahlo wrote: Show nested quote + On August 17 2015 13:31 obesechicken13 wrote: I'm not counting the health that cinderhulk itself grants because that makes the math too wonky. Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. You can't "not count" it. That isn't how it works. You can, you just add it in later. | ||
Gahlo
United States35114 Posts
On August 17 2015 14:04 obesechicken13 wrote: Show nested quote + On August 17 2015 13:50 Gahlo wrote: On August 17 2015 13:31 obesechicken13 wrote: I'm not counting the health that cinderhulk itself grants because that makes the math too wonky. Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. You can't "not count" it. That isn't how it works. You can, you just add it in later. What? Old: 800 * 1.25 = 1000 New:870 * 1.15 = 1000.5 70 is not 10% | ||
obesechicken13
United States10467 Posts
On August 17 2015 14:15 Gahlo wrote: Show nested quote + On August 17 2015 14:04 obesechicken13 wrote: On August 17 2015 13:50 Gahlo wrote: On August 17 2015 13:31 obesechicken13 wrote: I'm not counting the health that cinderhulk itself grants because that makes the math too wonky. Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. You can't "not count" it. That isn't how it works. You can, you just add it in later. What? Old: 800 * 1.25 = 1000 New:870 * 1.15 = 1000.5 70 is not 10% Huh... Well that's embarrassing to be wrong twice in the last few posts. | ||
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739
Bearded Elder29903 Posts
Frozen Tomb (R) [new effect] Self Cast now also heals Lissandra for 100/150/200 + [(.3 AP)%], increased for 1% for each 1% health she is missing. Is this gonna make Lissandra meta again? | ||
Uldridge
Belgium4672 Posts
On August 17 2015 15:26 obesechicken13 wrote: 70 is not 10% Huh... Well that's embarrassing to be wrong twice in the last few posts. What are you talking about dude.. The moment you buy the item, the maths are applied. So, no, you can't add it later. Also, what's wrong with his post? You need 870 bonus health from items (so 870 - the 400 from cinderhulk) to get to 1000 bonus health in total. His calculations are actually correct. Mostly because it's pretty basic maths that you fail to recognize or accept for some weird reason. On August 17 2015 17:19 739 wrote: Lissandra Frozen Tomb (R) [new effect] Self Cast now also heals Lissandra for 100/150/200 + [(.3 AP)%], increased for 1% for each 1% health she is missing. Is this gonna make Lissandra meta again? Hmmmm, I don't know, my best guess is: probably. The strength in Lissandra's ult is not the self cast tbh. With this healing buff though, they might go for some sort of more tanky build with her, but that's just speculation at the moment ofcourse. I don't know if she'll survive longer is she has to selfcast and is still as squishy, it's not like she has Viktor levels of burst or anything. You might be able to get 2/3 Ice Shards off and MAYBE 2 Ring Of Frosts if you self ult and space it with a zhonyas. Problem is they can't perfectly cc you after your invulnerables so it could become very problematic. I only see it working in competitive or high level if your own team has alot of disrupt aswell. | ||
obesechicken13
United States10467 Posts
On August 17 2015 19:30 Uldridge wrote: Show nested quote + On August 17 2015 15:26 obesechicken13 wrote: 70 is not 10% Huh... Well that's embarrassing to be wrong twice in the last few posts. What are you talking about dude.. The moment you buy the item, the maths are applied. So, no, you can't add it later. Also, what's wrong with his post? You need 870 bonus health from items (so 870 - the 400 from cinderhulk) to get to 1000 bonus health in total. His calculations are actually correct. Mostly because it's pretty basic maths that you fail to recognize or accept for some weird reason. I'm talking about myself. | ||
Uldridge
Belgium4672 Posts
What's the consensus about the newly added juggernaught items by the way, strong? weak? Is it going to give tanks a decent damage option? Do tanks NEED a decent damage option? | ||
Gahlo
United States35114 Posts
On August 17 2015 22:03 Uldridge wrote: Okay, my bad then, I failed to understand that. What's the consensus about the newly added juggernaught items by the way, strong? weak? Is it going to give tanks a decent damage option? Do tanks NEED a decent damage option? Remember that Juggernauts aren't strict tanks. Titanic Hydra is going to help out champions like Shen who need waveclear but were eternally forced to rush Sunfire. At the very least he'll have an option for an offensive item that isn't Triforce. Champions like Darius already bought Hydra in most cases, so now that he has sustain on his Q and Titanic meshes with his build paths now he should be switching. I have no idea about Gage. | ||
Caiada
United States3052 Posts
I'm too lazy to do exact stats on Titanic, but just eyeballing it, the cleave seems difficult to use in a teamfight. But the damage, if its the only damage item you get along with Black Cleaver, will probably be efficient enough for guys like Darius to pick up, especially as waveclear. Altogether, if you're playing some bruiser jungle (Rek/Vi/maybe Lee/maybe Skarner/maybe Shyv), you can go Cinderhulk and pick up every bruiser AD item. You'll do a lot of damage and have like 3.5k health in exchange for having garbage resists vs ADCs. I think they're a lot more interesting competitively as jungle options, because every top right now is a super tank, Rumble, or Gnar. Rumble doesn't give a shit about this stuff obviously, but Gnar will probably go Sterak's because Mega's base. It's interesting that all three of the bruiser items they've added are Health/AD mixes. Riot goes through a lot of hoops to keep BotRK champs useful against tanks because of crit. Hence why no AD/Armor item exists. (Super tanks are now even better v crit ADCs because new Randuin's tho) If you want a stupid joke splitpushing soloq build, go Darius, buy Black Cleaver, Zz'rot and then every single new item. Push lanes constantly and spam laugh every time you kill whoever they send to kill your portal. | ||
Gahlo
United States35114 Posts
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Alaric
France45622 Posts
And yeah highest-skill-floor-in-the-game faceroll Riven is gonna have a field day since she doesn't give a shit about crit reduction, it's all bonus to her. Giving a tank titanic hydra won't make him suddenly be able to beat her shield and sustain. | ||
Caiada
United States3052 Posts
As always, it's pretty hard to care about soloq. If you're dueling Riven as a bruiser, I dunno what to say. I play tank/CDR Riven in aram when she's free, and it used to be a thing in the jungle in like.... season 3 or something? You'd go a bunch of CDR and spam stun/shield all the damn time and generally be a teamfight asshole. | ||
Alaric
France45622 Posts
Which makes me wonder how Titanic Hydra would fare on Jax, considering how his ult's active works and the buff received. It's probably less EHP gain than ulting before the burst that'll activate the shield and buff, though, and Jax needs BotRK anyway to stick to ranged opponents. | ||
Caiada
United States3052 Posts
On August 17 2015 23:36 Alaric wrote: I'm not saying they'll disappear and you'll start seeing Jax top or something, but rather that they're still nerfed, while you seems to say the contrary. Which makes me wonder how Titanic Hydra would fare on Jax, considering how his ult's active works and the buff received. It's probably less EHP gain than ulting before the burst that'll activate the shield and buff, though, and Jax needs BotRK anyway to stick to ranged opponents. Oh of course it's a nerf, pure tanks are being straight nerfed this patch, especially because Sterak is a Gnar buff. I just don't think it will matter notably in competitive because of Mao/Braum/Ali. We'll probably just see Naut top die and get replaced by Sion/maybe Trundle? Intuition makes me think Randuin's will be better against the specific subset of ADCs that are going IE/PD with Zeke's, but the health nerf could mean they overdid it. Jax gets so many free resists, you could probably justify getting Sterak's third if they won't blow you up. Health and base AD is great. I think he mostly isn't a good pick because Viktor/Azir. If you want a splitpusher, go Irelia/GP. It's more trouble than its worth to have a champion that needs two pure damage items and is below-average at 2v1. Edit: Wiki says it increases base AD and thus Tforce procs. Yeah, it should be 3rd item on Jax. Probably a lot of potential on *any* Tforce melee. | ||
Sonnington
United States1107 Posts
On August 17 2015 13:31 obesechicken13 wrote: I'm not counting the health that cinderhulk itself grants because that makes the math too wonky. Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. Oh, they're buffing the flat HP on it. It should be better for competitive and worse for solo queue. That makes sense then. Competitive junglers hardly ever get to 800 bonus hp before the game is over and it'll prevent those champs from snowballing harder. In solo q it's more of a nerf. Anyway, one thing about all the armour changes is, a lot of champs are getting more armour per level. Like Ali and Braum needed to dominate the meta more with more tankiness. Due to that, I think the armour item changes are more or less a wash. | ||
Gahlo
United States35114 Posts
On August 18 2015 11:49 Sonnington wrote: Show nested quote + On August 17 2015 13:31 obesechicken13 wrote: I'm not counting the health that cinderhulk itself grants because that makes the math too wonky. Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. Oh, they're buffing the flat HP on it. It should be better for competitive and worse for solo queue. That makes sense then. Competitive junglers hardly ever get to 800 bonus hp before the game is over and it'll prevent those champs from snowballing harder. In solo q it's more of a nerf. Anyway, one thing about all the armour changes is, a lot of champs are getting more armour per level. Like Ali and Braum needed to dominate the meta more with more tankiness. Due to that, I think the armour item changes are more or less a wash. What helps new Cinderhulk is the limits itemization practically puts on health. Not being able to usually buy HP in amounts less than 150 artificially raises the breakpoints. Cinder + Randuin's + Locket New: 1191.4 Old: 1170 Cinder + Randuin's + Locket + Ruby Crystal New: 1363.9 Old: 1357.5 Cinder + Randuin's + Locket + Crystalin Bracer or Kindlegem New: 1421.4 Old: 1420 Cinder + Randuin's + Locket + Ruby Crystal + Relic Shield New: 1450.15 Old: 1451.25 Cinder + Randuin's + Locket + Crystalin Bracer or Kindlegem + Relic Shield New: 1507.65 Old: 1513.75 Cinder + Randuin's + Locket + Double Ruby Crystal New: 1536.4 Old: 1545 As you can see, it takes a bit to actually hit an in game break point, 936 extra bonus HP unless you're buying the TL secret OP FotM. Then it's 861. *incase you were wondering the 36 comes from 9 Defense. | ||
Osmoses
Sweden5302 Posts
www.surrenderat20.net My guesses are Leona, Lucian, Zed, Fiora | ||
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739
Bearded Elder29903 Posts
On August 18 2015 14:41 Osmoses wrote: Guess the Project teaser was for 5 skins, not just one. www.surrenderat20.net My guesses are Leona, Lucian, Zed, Fiora I think Yi/Jax is somewhere there as well. | ||
eagle
United States693 Posts
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NeoIllusions
United States37500 Posts
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739
Bearded Elder29903 Posts
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cLutZ
United States19573 Posts
Its like the foolishness of singed skins post Riot and surfer. | ||
Alaric
France45622 Posts
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Gahlo
United States35114 Posts
Top Right: Leona Bottom Right: Lucian Bottom: Yasuo Bottom Left: Zed Top Left: Fiora/Irelia Top Left is at very least feminine according to gender applying languages. Current theories for Top are Yone(Yasuo's brother) and Riven. | ||
Goumindong
United States3529 Posts
* new image could also be new champion. But the text fits Xin decently. | ||
Gahlo
United States35114 Posts
On August 19 2015 03:21 Goumindong wrote: I like Leona, Brand, Yasuo, Zed, Irelia/fiora/Xin(given the most recent image) Xin is a guy, top left can't be him. | ||
Fusilero
United Kingdom50293 Posts
Riot scarizard says there will be changes for Zyra on 5.17, anyone want to speculate on it? | ||
Goumindong
United States3529 Posts
On August 19 2015 03:23 Gahlo wrote: Show nested quote + On August 19 2015 03:21 Goumindong wrote: I like Leona, Brand, Yasuo, Zed, Irelia/fiora/Xin(given the most recent image) Xin is a guy, top left can't be him. Why not? I didn't notice any gendered text there. Did I miss something? | ||
Ansibled
United Kingdom9872 Posts
On August 19 2015 03:27 Fusilero wrote: https://www.reddit.com/r/leagueoflegends/comments/3hgtex/update_zyra_rework_is_comming_soon_leaked_by_riot/cu7awjh Riot scarizard says there will be near rework levels of changes for Zyra on 5.17, anyone want to speculate on it? It says the opposite of that? | ||
Gahlo
United States35114 Posts
On August 19 2015 03:27 Goumindong wrote: Show nested quote + On August 19 2015 03:23 Gahlo wrote: On August 19 2015 03:21 Goumindong wrote: I like Leona, Brand, Yasuo, Zed, Irelia/fiora/Xin(given the most recent image) Xin is a guy, top left can't be him. Why not? I didn't notice any gendered text there. Did I miss something? In languages that force gender specification, it lists it as female. | ||
cLutZ
United States19573 Posts
On August 19 2015 03:28 Ansibled wrote: Show nested quote + On August 19 2015 03:27 Fusilero wrote: https://www.reddit.com/r/leagueoflegends/comments/3hgtex/update_zyra_rework_is_comming_soon_leaked_by_riot/cu7awjh Riot scarizard says there will be near rework levels of changes for Zyra on 5.17, anyone want to speculate on it? It says the opposite of that? Changes but not a rework. Hopefully it will be plant AI and increased E missile speed, possibly with the tradeoff of a narrower hitbox. | ||
Sonnington
United States1107 Posts
On August 19 2015 03:34 cLutZ wrote: Show nested quote + On August 19 2015 03:28 Ansibled wrote: On August 19 2015 03:27 Fusilero wrote: https://www.reddit.com/r/leagueoflegends/comments/3hgtex/update_zyra_rework_is_comming_soon_leaked_by_riot/cu7awjh Riot scarizard says there will be near rework levels of changes for Zyra on 5.17, anyone want to speculate on it? It says the opposite of that? Changes but not a rework. Hopefully it will be plant AI and increased E missile speed, possibly with the tradeoff of a narrower hitbox. Phew. They should really rework Brand or something. Leave Zyra alone. I don't think they can change her E hitbox; it's already tiny and slow moving. If I were to take a wild guess, I'd say better plant AI and reduced AA range. Either that or they'll buff her MS and call it a day. | ||
Goumindong
United States3529 Posts
On August 19 2015 03:29 Gahlo wrote: Show nested quote + On August 19 2015 03:27 Goumindong wrote: On August 19 2015 03:23 Gahlo wrote: On August 19 2015 03:21 Goumindong wrote: I like Leona, Brand, Yasuo, Zed, Irelia/fiora/Xin(given the most recent image) Xin is a guy, top left can't be him. Why not? I didn't notice any gendered text there. Did I miss something? In languages that force gender specification, it lists it as female. Ahh. That will do it. Damned English. The image is probably the new champion then since i don't see anything that would indicate that jax or xin is one of the others. | ||
Caiada
United States3052 Posts
On August 19 2015 05:14 Sonnington wrote: Show nested quote + On August 19 2015 03:34 cLutZ wrote: On August 19 2015 03:28 Ansibled wrote: On August 19 2015 03:27 Fusilero wrote: https://www.reddit.com/r/leagueoflegends/comments/3hgtex/update_zyra_rework_is_comming_soon_leaked_by_riot/cu7awjh Riot scarizard says there will be near rework levels of changes for Zyra on 5.17, anyone want to speculate on it? It says the opposite of that? Changes but not a rework. Hopefully it will be plant AI and increased E missile speed, possibly with the tradeoff of a narrower hitbox. Phew. They should really rework Brand or something. Leave Zyra alone. I don't think they can change her E hitbox; it's already tiny and slow moving. If I were to take a wild guess, I'd say better plant AI and reduced AA range. Either that or they'll buff her MS and call it a day. Uh. It's one of the widest hitboxes in the game, far as I'm aware. They talked some about improvements to passive. I could see that and maybe some scaling buffs. Maybe plant AI, but I'm not getting my hopes up. | ||
gobbledydook
Australia2597 Posts
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Prog
United Kingdom1470 Posts
On August 19 2015 22:54 gobbledydook wrote: Zyra E is basically morg Q on steroids...The only problem is she doesn't bring enough utility for how squishy she is. Hell no. Zyra E is super slow, roots for a very short time and the cast animation is terrible. | ||
Osmoses
Sweden5302 Posts
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Caiada
United States3052 Posts
Her problem is she exists in a world where Viktor has most of her downsides, but does a whole fuckton more reliable burst on one target. The meta also doesn't really value her ult at the moment either. | ||
Sonnington
United States1107 Posts
On August 19 2015 22:57 Prog wrote: Show nested quote + On August 19 2015 22:54 gobbledydook wrote: Zyra E is basically morg Q on steroids...The only problem is she doesn't bring enough utility for how squishy she is. Hell no. Zyra E is super slow, roots for a very short time and the cast animation is terrible. It's actually not much slower than a Morg Q. It's just the cast animation is much, much longer. The hitbox is also really small. Probably about the size of a Lux Q. You know what, making her passive cast faster after death would make a huge difference in reliability. We're all thinking they're going to buff her, which I'm hoping for, but what if they decide she does too much damage because she has too much utility? | ||
Gahlo
United States35114 Posts
On August 19 2015 23:12 Caiada wrote: It's 1.75 seconds if you level it first. Which you probably should, because the CC's crucial, and Q level is only better if you get two off. Which you won't if they're rooted for three quarters of a second and/or you die. But its main benefits for it being slow as balls and very predictable are only apparent in a teamfight when you can hit multiple people. That's not a lot of reward for being on who I'm pretty sure is the squishiest immobile mage in the game. Her problem is she exists in a world where Viktor has most of her downsides, but does a whole fuckton more reliable burst on one target. The meta also doesn't really value her ult at the moment either. Viktor isn't a support though, that's where the meta puts any value on her. | ||
Caiada
United States3052 Posts
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cLutZ
United States19573 Posts
On August 20 2015 00:25 Sonnington wrote: Show nested quote + On August 19 2015 22:57 Prog wrote: On August 19 2015 22:54 gobbledydook wrote: Zyra E is basically morg Q on steroids...The only problem is she doesn't bring enough utility for how squishy she is. Hell no. Zyra E is super slow, roots for a very short time and the cast animation is terrible. It's actually not much slower than a Morg Q. It's just the cast animation is much, much longer. The hitbox is also really small. Probably about the size of a Lux Q. You know what, making her passive cast faster after death would make a huge difference in reliability. We're all thinking they're going to buff her, which I'm hoping for, but what if they decide she does too much damage because she has too much utility? She doesn't have much utility and what she has is fairly unreliable. Just looking at the meta she should more damage than Azir and at least as much as Viktor. | ||
Sonnington
United States1107 Posts
On August 20 2015 02:28 cLutZ wrote: Show nested quote + On August 20 2015 00:25 Sonnington wrote: On August 19 2015 22:57 Prog wrote: On August 19 2015 22:54 gobbledydook wrote: Zyra E is basically morg Q on steroids...The only problem is she doesn't bring enough utility for how squishy she is. Hell no. Zyra E is super slow, roots for a very short time and the cast animation is terrible. It's actually not much slower than a Morg Q. It's just the cast animation is much, much longer. The hitbox is also really small. Probably about the size of a Lux Q. You know what, making her passive cast faster after death would make a huge difference in reliability. We're all thinking they're going to buff her, which I'm hoping for, but what if they decide she does too much damage because she has too much utility? She doesn't have much utility and what she has is fairly unreliable. Just looking at the meta she should more damage than Azir and at least as much as Viktor. I think you mean to say she should have more damage? According to champion.gg she's the 4th highest damage dealer among mids. Third highest among supports. At level 6, if you full combo the enemy with ignite they'll die or come extremely close to dying. http://champion.gg/statistics/#?roleSort=Middle&sortBy=general.totalDamageDealtToChampions&order=descend Her E is unreliable, but her plants spawned by E apply a slow on every hit. Then her ult is a good counter engage or followup to landing an E. At the very least it creates a large area of zone control. You also have to consider her plants as zone control in and of themselves. Especially once she gets a Rylai's and starts applying slows on her longer range Q plants. You know what would be a super sick buff to Zyra? If they reduced the time it took her R to close and knock enemies up. You wouldn't have to put so many points into E in order to hold them in place to combo them. | ||
cLutZ
United States19573 Posts
On August 20 2015 03:23 Sonnington wrote: Show nested quote + On August 20 2015 02:28 cLutZ wrote: On August 20 2015 00:25 Sonnington wrote: On August 19 2015 22:57 Prog wrote: On August 19 2015 22:54 gobbledydook wrote: Zyra E is basically morg Q on steroids...The only problem is she doesn't bring enough utility for how squishy she is. Hell no. Zyra E is super slow, roots for a very short time and the cast animation is terrible. It's actually not much slower than a Morg Q. It's just the cast animation is much, much longer. The hitbox is also really small. Probably about the size of a Lux Q. You know what, making her passive cast faster after death would make a huge difference in reliability. We're all thinking they're going to buff her, which I'm hoping for, but what if they decide she does too much damage because she has too much utility? She doesn't have much utility and what she has is fairly unreliable. Just looking at the meta she should more damage than Azir and at least as much as Viktor. I think you mean to say she should have more damage? According to champion.gg she's the 4th highest damage dealer among mids. Third highest among supports. At level 6, if you full combo the enemy with ignite they'll die or come extremely close to dying. http://champion.gg/statistics/#?roleSort=Middle&sortBy=general.totalDamageDealtToChampions&order=descend Her E is unreliable, but her plants spawned by E apply a slow on every hit. Then her ult is a good counter engage or followup to landing an E. At the very least it creates a large area of zone control. You also have to consider her plants as zone control in and of themselves. Especially once she gets a Rylai's and starts applying slows on her longer range Q plants. You know what would be a super sick buff to Zyra? If they reduced the time it took her R to close and knock enemies up. You wouldn't have to put so many points into E in order to hold them in place to combo them. I meant she need to have really sick damage, but those stats are kind of meaningless because not all damage is equal. The faster ult close would be good because it could actually be used offensively then, but that would be very strong. | ||
Zess
Adun Toridas!9144 Posts
Patch Discussion | ||
Sonnington
United States1107 Posts
On August 20 2015 03:56 cLutZ wrote: Show nested quote + On August 20 2015 03:23 Sonnington wrote: On August 20 2015 02:28 cLutZ wrote: On August 20 2015 00:25 Sonnington wrote: On August 19 2015 22:57 Prog wrote: On August 19 2015 22:54 gobbledydook wrote: Zyra E is basically morg Q on steroids...The only problem is she doesn't bring enough utility for how squishy she is. Hell no. Zyra E is super slow, roots for a very short time and the cast animation is terrible. It's actually not much slower than a Morg Q. It's just the cast animation is much, much longer. The hitbox is also really small. Probably about the size of a Lux Q. You know what, making her passive cast faster after death would make a huge difference in reliability. We're all thinking they're going to buff her, which I'm hoping for, but what if they decide she does too much damage because she has too much utility? She doesn't have much utility and what she has is fairly unreliable. Just looking at the meta she should more damage than Azir and at least as much as Viktor. I think you mean to say she should have more damage? According to champion.gg she's the 4th highest damage dealer among mids. Third highest among supports. At level 6, if you full combo the enemy with ignite they'll die or come extremely close to dying. http://champion.gg/statistics/#?roleSort=Middle&sortBy=general.totalDamageDealtToChampions&order=descend Her E is unreliable, but her plants spawned by E apply a slow on every hit. Then her ult is a good counter engage or followup to landing an E. At the very least it creates a large area of zone control. You also have to consider her plants as zone control in and of themselves. Especially once she gets a Rylai's and starts applying slows on her longer range Q plants. You know what would be a super sick buff to Zyra? If they reduced the time it took her R to close and knock enemies up. You wouldn't have to put so many points into E in order to hold them in place to combo them. I meant she need to have really sick damage, but those stats are kind of meaningless because not all damage is equal. The faster ult close would be good because it could actually be used offensively then, but that would be very strong. I agree, a lot of her damage doesn't stick, especially during laning. One hit from her plant doesn't hurt until she gets rylai's/liandry's. In an all out team fight she does do a considerable amount of damage. Her q is on a low cool down, her ult hits everyone, and if her plants are firing on two different targets they're applying 50-80 base plus .2 AP ratio at a rate of .8 to 1.3 attacks per second each. The plants hurt, it's just no one ever notices it, and their AI sucks. | ||
Fusilero
United Kingdom50293 Posts
New PBE update rolling out, project skins confirmed as yi/fiora/leona/lucian/zed | ||
Gahlo
United States35114 Posts
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Alaric
France45622 Posts
And holy fuck do they hate Maokai. RIP wave clear too since you won't be able to afford casting the ult to nuke a wave, recall, and have it on a ~15s cd anymore. There must be something wrong with their stuff on Zed too. Or it lacks info like a ratio change or something, because that's freer wave nuking for him, and stupid damage overall. They love Zed's dick (and usually Ahri's too, I'm surprised they actually were so tame with her last patch but I guess it's because her sustain is only a small thing; they'll buff her back if she stops being seen, they did that twice already). | ||
Caiada
United States3052 Posts
It's unfortunate for Fizz that AP/Tank itemization is so bad. They don't seem to know what to do with him because of that. I really wish they would just stop bothering with MF changes until they're prepared to make her ult not the saddest thing ever. That Zed E stuff can't be intentional. I think if there's anything to tone down about Maokai, it's waveclear. I love the tree and all, but it places his laning in too good of a position as someone defined by his teamfight. Arcade minions!? | ||
Slusher
United States19143 Posts
I know I'll get some pushback here but the only thing 'op' about ad Fizz was the burst damage from Bork active and sheen getting amped by ult, without that I really don't think top Fizz is any more op than any of the other playable top triforce carries. tl;dr top Fizz probly dead if these are the final changes, should not effect mid Fizz at least(though I think Mid FIzz is pretty middle of the pack if you aren't counterpicking atm). | ||
obesechicken13
United States10467 Posts
On August 21 2015 04:15 Alaric wrote: "We are open to build diversity but fuck bruiser Fizz." ![]() | ||
Ansibled
United Kingdom9872 Posts
![]() If there's one thing we needed, it's more scaling true damage. xD | ||
Slusher
United States19143 Posts
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Caiada
United States3052 Posts
That's a relief | ||
Alaric
France45622 Posts
I'm a bit sad about Syndra's design btw, because although I can see the thematic of "unlocking power" (which is also why I think Viktor being a lategame powerhouse isn't that thematic, 'cause then completed hexcore is basically a variation of Syndra's mechanic), it means that they wouldn't do this with other spells (unlock something at max rank, or non-symetry like gaining much more stats at rank 4 and 5) because it'd overlap with her "uniqueness". | ||
kongoline
6318 Posts
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Sonnington
United States1107 Posts
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Harem
United States11390 Posts
On August 21 2015 04:38 Slusher wrote: they coulda just taken physical damage amp off of his ult, nerfing w on top of it is a little overkill, the silver lining here is mid Fizz maxes w last so at that point the higher ratio should make up for the damage lost, not sure top Fizz is even approaching good with significantly reduced base damage on his first max.. I know I'll get some pushback here but the only thing 'op' about ad Fizz was the burst damage from Bork active and sheen getting amped by ult, without that I really don't think top Fizz is any more op than any of the other playable top triforce carries. tl;dr top Fizz probly dead if these are the final changes, should not effect mid Fizz at least(though I think Mid FIzz is pretty middle of the pack if you aren't counterpicking atm). W max second isnt that uncommon for mid fizz. For example, when Westdoor played it vs Fnatic, he did it. Man, those Syndra buffs feel nice. I mean yeah she still basically does no damage until level 6 and then 9. (especially vs people who open flask and W can do damage but Syndra is incredibly mana gated) but now her lategame scaling isnt actually that bad for once as she used to fall off. Can't waitttttt | ||
Ansibled
United Kingdom9872 Posts
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Alaric
France45622 Posts
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Slusher
United States19143 Posts
On August 21 2015 09:00 Harem wrote: Show nested quote + On August 21 2015 04:38 Slusher wrote: they coulda just taken physical damage amp off of his ult, nerfing w on top of it is a little overkill, the silver lining here is mid Fizz maxes w last so at that point the higher ratio should make up for the damage lost, not sure top Fizz is even approaching good with significantly reduced base damage on his first max.. I know I'll get some pushback here but the only thing 'op' about ad Fizz was the burst damage from Bork active and sheen getting amped by ult, without that I really don't think top Fizz is any more op than any of the other playable top triforce carries. tl;dr top Fizz probly dead if these are the final changes, should not effect mid Fizz at least(though I think Mid FIzz is pretty middle of the pack if you aren't counterpicking atm). W max second isnt that uncommon for mid fizz. For example, when Westdoor played it vs Fnatic, he did it. Man, those Syndra buffs feel nice. I mean yeah she still basically does no damage until level 6 and then 9. (especially vs people who open flask and W can do damage but Syndra is incredibly mana gated) but now her lategame scaling isnt actually that bad for once as she used to fall off. Can't waitttttt Westdoor has always done W early he's known for it actually | ||
obesechicken13
United States10467 Posts
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kongoline
6318 Posts
On August 21 2015 09:52 Slusher wrote: Show nested quote + On August 21 2015 09:00 Harem wrote: On August 21 2015 04:38 Slusher wrote: they coulda just taken physical damage amp off of his ult, nerfing w on top of it is a little overkill, the silver lining here is mid Fizz maxes w last so at that point the higher ratio should make up for the damage lost, not sure top Fizz is even approaching good with significantly reduced base damage on his first max.. I know I'll get some pushback here but the only thing 'op' about ad Fizz was the burst damage from Bork active and sheen getting amped by ult, without that I really don't think top Fizz is any more op than any of the other playable top triforce carries. tl;dr top Fizz probly dead if these are the final changes, should not effect mid Fizz at least(though I think Mid FIzz is pretty middle of the pack if you aren't counterpicking atm). W max second isnt that uncommon for mid fizz. For example, when Westdoor played it vs Fnatic, he did it. Man, those Syndra buffs feel nice. I mean yeah she still basically does no damage until level 6 and then 9. (especially vs people who open flask and W can do damage but Syndra is incredibly mana gated) but now her lategame scaling isnt actually that bad for once as she used to fall off. Can't waitttttt Westdoor has always done W early he's known for it actually fatefalls the one trick pony fizz often maxes W first too, mostly in matchups he cant guarantee to land E like vs ahri,zed,leblanc etc | ||
Gahlo
United States35114 Posts
On August 21 2015 08:27 Sonnington wrote: Syndra buff for Bjergsen and the Chinese. A lot of these changes just seem to be thrown in for no real reason. Like Karma, Bard, Draven. and Gragas. They've been trying to make Syndra a thing again for a while now by fixing bugs. Guess they finally decided they need to put some hard buffs in. | ||
Skitter
United States899 Posts
On another topic, Riot balancing announces that worlds is near. | ||
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Harem
United States11390 Posts
On August 21 2015 11:55 Gahlo wrote: Show nested quote + On August 21 2015 08:27 Sonnington wrote: Syndra buff for Bjergsen and the Chinese. A lot of these changes just seem to be thrown in for no real reason. Like Karma, Bard, Draven. and Gragas. They've been trying to make Syndra a thing again for a while now by fixing bugs. Guess they finally decided they need to put some hard buffs in. She still has tons of bugs though as OverlordForte constantly points out on Reddit. 2: Bug City Not one of Syndra's ability's ISN'T bugged or impacting her in some capacity. Right off the top of my head, I can count 7 or 8 still affecting her years later, and more still. You can find my entire list over HERE. Basically, here's the quick and skinny: Q damage is dislocated sometimes (it will not hit in rare situations) W throw breaks if CC'd (grabbing/throwing animation [before flight] breaks the ability if CC'd in the animation) W damage hitbox dislocated (it will frequently just not hit the impact zone, sometimes up to 80%) W auto-throws by itself (simply issuing the grab command triggers a throw command instantly, you cannot hold an object) E+Q combo doesn't stun (largely fixed in 5.13, but can still occur under edge situations) E will not hit max range Q's (E will randomly decide not to hit a max range casted Q, even though it was designed to.) E will not knockback enemies, often when they use mobility (ever watch a Gragas slide right through knockback? or Lee Sin too? ) R frame desyncs Syndra when she fires it (this one varies, but Syndra's model will skip and desync all over the world for a few seconds. I don't know if this affects her hitbox, but it's very difficult to move her around when this happens). There's a couple more I'm still researching, but you get the idea. All of these impact her performance by reducing the reliability of her spells. A big reason she wasn't picked before Patch 5.13 was because her stun had a 40-50% chance of breaking, outright, and not working. No one wants to invest into a champion where their skills just decide to not work - logically, it's an insane risk to take. Unless You're Azir Kappa On another note, new Rylais is actually pretty amazing on Syndra as it gives her q a 40% slow | ||
Slusher
United States19143 Posts
On August 21 2015 10:23 kongoline wrote: Show nested quote + On August 21 2015 09:52 Slusher wrote: On August 21 2015 09:00 Harem wrote: On August 21 2015 04:38 Slusher wrote: they coulda just taken physical damage amp off of his ult, nerfing w on top of it is a little overkill, the silver lining here is mid Fizz maxes w last so at that point the higher ratio should make up for the damage lost, not sure top Fizz is even approaching good with significantly reduced base damage on his first max.. I know I'll get some pushback here but the only thing 'op' about ad Fizz was the burst damage from Bork active and sheen getting amped by ult, without that I really don't think top Fizz is any more op than any of the other playable top triforce carries. tl;dr top Fizz probly dead if these are the final changes, should not effect mid Fizz at least(though I think Mid FIzz is pretty middle of the pack if you aren't counterpicking atm). W max second isnt that uncommon for mid fizz. For example, when Westdoor played it vs Fnatic, he did it. Man, those Syndra buffs feel nice. I mean yeah she still basically does no damage until level 6 and then 9. (especially vs people who open flask and W can do damage but Syndra is incredibly mana gated) but now her lategame scaling isnt actually that bad for once as she used to fall off. Can't waitttttt Westdoor has always done W early he's known for it actually fatefalls the one trick pony fizz often maxes W first too, mostly in matchups he cant guarantee to land E like vs ahri,zed,leblanc etc interesting playstyle I mean except on a few patches after the 'assasin nerf' patch w has always been the most potential pvp damage for fizz to max first even in mid, E max is more for utility, not getting shoved. | ||
JazzVortical
Australia1825 Posts
The problem was they utterly slashed early q damage. Not denying it was probably too high, but 50 base damage is minuscule. Oh and bugs. So many bugs. | ||
Ansibled
United Kingdom9872 Posts
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Caiada
United States3052 Posts
Here's what the updated Spectator UI looks like if you manage to FORCE it on through the game files, it is not currently enabled and you will not see if you just spectate a game yet. I don't even see what's ugly about it, other than it not being finished. They changed Bloodrage's name. This is a travesty Old Darius Q - 105/157.5/210/262.5/315 base +~22 damage from runes and masteries. Current Q - 98/129/167/205/256 roughly including runes/masteries +/- 10 because I'm too lazy to do better math PBE Q is closer to old Q levels, around 118/154/197/240/296. Probably ahead with a pickaxe. | ||
Alaric
France45622 Posts
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GrandInquisitor
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New York City13113 Posts
Lux mana cost decrease! ... on the Q. Still. | ||
Ansibled
United Kingdom9872 Posts
On August 22 2015 06:10 GrandInquisitor wrote: Nocturne R range increase is great. I think it was actually surprisingly short range for what most people thought of as a quasi-global. Lux mana cost decrease! ... on the Q. Still. They actually reverted a nerf from 2011, this is what it used to be which is probably when it got its reputation. | ||
VayneAuthority
United States8983 Posts
The delay on R is way too long, especially when champions can just dash out of it or walk out of it super easily. high risk with little reward, doesnt do enough damage or heal enough to account for his unreliability. | ||
Gahlo
United States35114 Posts
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JimmiC
Canada22817 Posts
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chalice
United States1945 Posts
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Sonnington
United States1107 Posts
On August 25 2015 00:51 VayneAuthority wrote: bard changes suck, just shows they dont actually know why he isnt picked and just gave him generic buffs. The delay on R is way too long, especially when champions can just dash out of it or walk out of it super easily. high risk with little reward, doesnt do enough damage or heal enough to account for his unreliability. Yeah, that's pretty much it. I wish they'd increase the rate at which chimes appeared on the map due to game time rather than due to how many chimes Bard had already collected. Then I wouldn't feel so bad about missing out on collecting chimes when I'm laning. | ||
Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
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Caiada
United States3052 Posts
Though, Leona's is pretty sweet too. | ||
Gahlo
United States35114 Posts
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Sonnington
United States1107 Posts
On August 26 2015 04:14 Osmoses wrote: You guys seen these Project splashes? That Leona, damn son. I bet Iron Stylus is lovin' it. He loves that masculine woman thing. | ||
Ansibled
United Kingdom9872 Posts
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Osmoses
Sweden5302 Posts
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NeoIllusions
United States37500 Posts
On August 27 2015 04:57 Ansibled wrote: The Zed one is pretty awful. Yeah, they pretty much pooped out that one. It goes Fiora, Leona, then shitty male skins. | ||
Osmoses
Sweden5302 Posts
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Sonnington
United States1107 Posts
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/e8tTzj2W-speculation-518-is-the-last-chance-for-balancing-for-worlds-whos-on-the-hitlist OMG it's plant AI! http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Y3NXtElX-meddler-what-issues-are-the-518-zyra-changes-going-to-address | ||
JimmiC
Canada22817 Posts
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Ansibled
United Kingdom9872 Posts
AD Ez <3 | ||
Fusilero
United Kingdom50293 Posts
Another update coming out, so far seen Twitch/Cait buffs, Fiora/Morde nerfs so far | ||
Slusher
United States19143 Posts
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Osmoses
Sweden5302 Posts
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Caiada
United States3052 Posts
Cait buffs feel like nothing, tbh. Not sure what that Morde stuff is about, but I'm not sure where Morde is at the moment, really. | ||
Ethelis
United States2396 Posts
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Gahlo
United States35114 Posts
On September 03 2015 04:17 Caiada wrote: Raw stats are a good place to hit Fiora. Cait buffs feel like nothing, tbh. Not sure what that Morde stuff is about, but I'm not sure where Morde is at the moment, really. It looks like they're trying to make solo lane Morde a thing again, even if that would still put him in a "secondary" role. | ||
Sonnington
United States1107 Posts
On September 03 2015 04:17 Caiada wrote: Raw stats are a good place to hit Fiora. Cait buffs feel like nothing, tbh. Not sure what that Morde stuff is about, but I'm not sure where Morde is at the moment, really. Why should that stop you from giving your opinion on Morde? It never has before. It looks like a buff to solo lane Morde since he can now self cast W. Would love to see it as a speed boost or an ability you can cast on minions. They added HP costs to his W and his Q which is justified. His lane sustsain with W and two relic shields and a free W cast was ridiculous. The AOE damage on W is increased by quite a bit: 50% higher AP ratio and base damage at max rank is quite a lot. | ||
Jek
Denmark2771 Posts
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VayneAuthority
United States8983 Posts
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Kinie
United States3106 Posts
Morde nerfs are ok, I think? I mean I guess he's a terror in-game right now, I've yet to play against one though. Slight Braum nerf isn't enough to stop him from being competitive viable right now. Zac nerf is literal wtf status. Caitlyn buff is ok, not really huge though. Buff to Zyra... Honestly I think if this goes through, and the AI is as responsive as we hope it'll be, we'll see the return of the Ashe/Zyra bot lane. And if the buff to her knockup goes through as well... I'd be so far as to call it the "buff for C9 to have a shot at Worlds" buff. | ||
Caiada
United States3052 Posts
Warrior nerf revert, lol. I suppose it was inevitable. Veigar changes are interesting. Q change could add up to quite a lot more gold than usual, especially into lategame. W change seems to mean it'll come down quicker? I think that'd be the ideal solution for him. I'd still rather it be a 1 second delay or maybe increase the radius, but I'll take anything, really. | ||
Gahlo
United States35114 Posts
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Ansibled
United Kingdom9872 Posts
This looks somewhat annoying. | ||
geript
10024 Posts
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gobbledydook
Australia2597 Posts
On September 03 2015 06:07 VayneAuthority wrote: uh is that a zac nerf? lol Previously: Zac goes further for each second charged. Now: Zac goes the same distance for each second charged, but he can charge longer. Yeah, it's a nerf. | ||
Gahlo
United States35114 Posts
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Zess
Adun Toridas!9144 Posts
Maybe this is a secret buff because now you have more time to be in the charge form from initiating the cast /s | ||
ticklishmusic
United States15977 Posts
He was really strong though, he's got Sejuani levels on engage though he needs to put himself more at risk for that. | ||
VayneAuthority
United States8983 Posts
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Numy
South Africa35471 Posts
I can't help by laugh at the GP one Gangplank Powder Keg (E) bonus physical damage to champions lowered to 40/50/60/70/80 from 80/110/140/170/200 When you cutting damage by more than half it makes you wonder how the numbers even went live lol | ||
Caiada
United States3052 Posts
Sad the Zyra change didn't go through. | ||
Mensol
14536 Posts
I want more, make that shit unplayable. | ||
VayneAuthority
United States8983 Posts
that change they made where his slingshot goes further a little while ago didnt actually work. my friend will enjoy that. | ||
Slusher
United States19143 Posts
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obesechicken13
United States10467 Posts
On September 09 2015 04:28 Numy wrote: New PBE changes out: http://www.surrenderat20.net/2015/09/98-pbe-update.html I can't help by laugh at the GP one Show nested quote + Gangplank Powder Keg (E) bonus physical damage to champions lowered to 40/50/60/70/80 from 80/110/140/170/200 When you cutting damage by more than half it makes you wonder how the numbers even went live lol I think I can live with the current changes. I very rarely could pull off a triple barrel the way the pros do it anyways so I can barely notice the nerf. But a 120 damage nerf is pretty big. I might quit playing GP after playing him in like 70% of my games for the past few weeks. It just sucks when your match history looks like this, you spend weeks practicing, and then blam. Nerfed. + Show Spoiler + ![]() ![]() | ||
AlterKot
Poland7525 Posts
On the other hand I'm a patchnotes hypochondriac who after reading about a nerf I think is significant immediately abandon the champion without even testing it post-patch once. | ||
obesechicken13
United States10467 Posts
On September 09 2015 09:57 AlterKot wrote: I don't think like that. I think "sweet I got some freelo by adapting to the meta rather than being a stubborn prick who only plays set of champions regardless of whether they are strong or not". On the other hand I'm a patchnotes hypochondriac who after reading about a nerf I think is significant immediately abandon the champion without even testing it post-patch once. Eh, that might be more true if he had a super high winrate but he was like 50%. As balanced as they get. | ||
Goumindong
United States3529 Posts
On September 09 2015 04:28 Numy wrote: New PBE changes out: http://www.surrenderat20.net/2015/09/98-pbe-update.html I can't help by laugh at the GP one Show nested quote + Gangplank Powder Keg (E) bonus physical damage to champions lowered to 40/50/60/70/80 from 80/110/140/170/200 When you cutting damage by more than half it makes you wonder how the numbers even went live lol It's not uncommon. It's impossible to balance using the PBE since no one plays enough to have accurate MMR ratings. | ||
Osmoses
Sweden5302 Posts
I mean they already made E so much harder to use with that delay and it's not like GP is crushing it in soloq. | ||
Seuss
United States10536 Posts
On September 09 2015 14:02 Goumindong wrote: Show nested quote + On September 09 2015 04:28 Numy wrote: New PBE changes out: http://www.surrenderat20.net/2015/09/98-pbe-update.html I can't help by laugh at the GP one Gangplank Powder Keg (E) bonus physical damage to champions lowered to 40/50/60/70/80 from 80/110/140/170/200 When you cutting damage by more than half it makes you wonder how the numbers even went live lol It's not uncommon. It's impossible to balance using the PBE since no one plays enough to have accurate MMR ratings. That and the vast majority of PBE players are Bronze-level bads stepping outside of their comfort zone to try the new whatever. It's basically only good for finding obvious bugs. | ||
kongoline
6318 Posts
On September 09 2015 23:03 Seuss wrote: Show nested quote + On September 09 2015 14:02 Goumindong wrote: On September 09 2015 04:28 Numy wrote: New PBE changes out: http://www.surrenderat20.net/2015/09/98-pbe-update.html I can't help by laugh at the GP one Gangplank Powder Keg (E) bonus physical damage to champions lowered to 40/50/60/70/80 from 80/110/140/170/200 When you cutting damage by more than half it makes you wonder how the numbers even went live lol It's not uncommon. It's impossible to balance using the PBE since no one plays enough to have accurate MMR ratings. That and the vast majority of PBE players are Bronze-level bads stepping outside of their comfort zone to try the new whatever. It's basically only good for finding obvious bugs. thats why almost every patch theres critical bug and people on reddit claiming they reported it on official forums and riot ignored it ... | ||
Gahlo
United States35114 Posts
On September 09 2015 23:21 kongoline wrote: Show nested quote + On September 09 2015 23:03 Seuss wrote: On September 09 2015 14:02 Goumindong wrote: On September 09 2015 04:28 Numy wrote: New PBE changes out: http://www.surrenderat20.net/2015/09/98-pbe-update.html I can't help by laugh at the GP one Gangplank Powder Keg (E) bonus physical damage to champions lowered to 40/50/60/70/80 from 80/110/140/170/200 When you cutting damage by more than half it makes you wonder how the numbers even went live lol It's not uncommon. It's impossible to balance using the PBE since no one plays enough to have accurate MMR ratings. That and the vast majority of PBE players are Bronze-level bads stepping outside of their comfort zone to try the new whatever. It's basically only good for finding obvious bugs. thats why almost every patch theres critical bug and people on reddit claiming they reported it on official forums and riot ignored it ... And then there's patches where Riot listens to the PBE players and then Skarner comes out way too strong. To follow up on the PBE players, most of them are there so they can DOTA it since everything is essentially "free." | ||
kongoline
6318 Posts
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Gahlo
United States35114 Posts
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Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
On September 10 2015 05:05 Osmoses wrote: Lol now GPs barrels are down to 40% armor pen. Approaching the nerfed-to-uselessness event horizon. And here i thought the potential counterplay to GPs barrels was the whole point they were powerful, I've been neutered so hard in teamfights because ONE person on the other team took the time to lasthit my barrels and hey, then you're OUT of barrels and can't do a damn thing. Except they've almost reverted the bonus damage nerf entirely. | ||
Osmoses
Sweden5302 Posts
Either way I don't see the sense to keep nerfing a champ with a below average winrate. | ||
Gahlo
United States35114 Posts
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Osmoses
Sweden5302 Posts
I've played alot of GP since the rework and I've gotten quite good with him but I wouldn't say he has more or less carry potential than any other decent champ, especially since one of his abilities has counterplay in it's very design. All it takes is for one out of five people on the other team to have half a brain to potentially hard counter GP in any teamfight, it doesn't make any sense to allow that kind of counterplay out of any single player playing any given champ if the skill itself isn't even worth countering. | ||
Gahlo
United States35114 Posts
On September 10 2015 18:26 Osmoses wrote: You figure nerfing a champ because he's potentially too strong is the way to go do you? I've played alot of GP since the rework and I've gotten quite good with him but I wouldn't say he has more or less carry potential than any other decent champ, especially since one of his abilities has counterplay in it's very design. All it takes is for one out of five people on the other team to have half a brain to potentially hard counter GP in any teamfight, it doesn't make any sense to allow that kind of counterplay out of any single player playing any given champ if the skill itself isn't even worth countering. What I think doesn't matter. It's what Riot thinks and it's not out of their playbook to do it. | ||
Numy
South Africa35471 Posts
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VayneAuthority
United States8983 Posts
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Slusher
United States19143 Posts
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Gahlo
United States35114 Posts
On September 11 2015 03:49 Slusher wrote: the problem is actually we are in a competitive gap, so all the rioters keep looking of that screenshot of Pawn's damage before the Barrel combo nerf. And yet the pros say GP will be fine unless they change his ult. | ||
Slusher
United States19143 Posts
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Gahlo
United States35114 Posts
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Caiada
United States3052 Posts
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Goumindong
United States3529 Posts
On September 10 2015 05:05 Osmoses wrote: Lol now GPs barrels are down to 40% armor pen. Approaching the nerfed-to-uselessness event horizon. And here i thought the potential counterplay to GPs barrels was the whole point they were powerful, I've been neutered so hard in teamfights because ONE person on the other team took the time to lasthit my barrels and hey, then you're OUT of barrels and can't do a damn thing. Yea, they only have the strongest armor pen in the game, stronger than any item, stronger than any ult, and also on a normal ability which lets you wave clear and get bonus gold. | ||
Slusher
United States19143 Posts
On September 11 2015 05:17 Caiada wrote: Statistics aren't actually that useful for making balance changes. Most of it is analysis. what are they analyzing if not statistics? random ladder games or gbm and pawn dominating with 10% more armor pen and triple barrel combos that already aren't available on live? | ||
obesechicken13
United States10467 Posts
On September 11 2015 05:38 Goumindong wrote: Show nested quote + On September 10 2015 05:05 Osmoses wrote: Lol now GPs barrels are down to 40% armor pen. Approaching the nerfed-to-uselessness event horizon. And here i thought the potential counterplay to GPs barrels was the whole point they were powerful, I've been neutered so hard in teamfights because ONE person on the other team took the time to lasthit my barrels and hey, then you're OUT of barrels and can't do a damn thing. Yea, they only have the strongest armor pen in the game, stronger than any item, stronger than any ult, and also on a normal ability which lets you wave clear and get bonus gold. Eh Yasuo ult is pretty good armor pen too, but I get what you're saying. It's possible his potential is high and I still just suck with GP. I've seen people with mastery tier 4 be absolute shit with barrels. | ||
Gahlo
United States35114 Posts
On September 11 2015 12:14 obesechicken13 wrote: Show nested quote + On September 11 2015 05:38 Goumindong wrote: On September 10 2015 05:05 Osmoses wrote: Lol now GPs barrels are down to 40% armor pen. Approaching the nerfed-to-uselessness event horizon. And here i thought the potential counterplay to GPs barrels was the whole point they were powerful, I've been neutered so hard in teamfights because ONE person on the other team took the time to lasthit my barrels and hey, then you're OUT of barrels and can't do a damn thing. Yea, they only have the strongest armor pen in the game, stronger than any item, stronger than any ult, and also on a normal ability which lets you wave clear and get bonus gold. Eh Yasuo ult is pretty good armor pen too, but I get what you're saying. It's possible his potential is high and I still just suck with GP. I've seen people with mastery tier 4 be absolute shit with barrels. But Yasuo's is only bonus armor. GP is all armor. Discounting Thresh, that's ~33 armor Yasuo doesn't break through on Mini-Gnar at level 18, the lowest base armor in the game. | ||
Osmoses
Sweden5302 Posts
Point is, with great counterplay SHOULD come great potential. | ||
kongoline
6318 Posts
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Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
On September 11 2015 16:07 Osmoses wrote: My point is yasuo doesn't take time to setup (that delay seems more like 1 second), during which any champ in the game can just righclick your barrels and completely negate you, after which you need to wait for your barrels to replenish before trying again. Not to mention you're a squishy, so you can be deleted. Point is, with great counterplay SHOULD come great potential. Yeah, they can rightclick your barrels if you give them on in range to. | ||
Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
On September 11 2015 21:14 Osmoses wrote: Are you serious? -_- Have you not watched any professional GP games? | ||
Numy
South Africa35471 Posts
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Osmoses
Sweden5302 Posts
Because of the delay nerf from the last patch you can no longer just EEE and combo from safe distance anymore. A triple barrel combo take like 3-4 seconds to set up and explode now, not terribly useful unless you already have complete lockdown on the enemy team, and in that case you might as well just set a barrel right on the target and shoot. That's not really the scenario I'm describing. I'm talking about the typical teamfight where people are running around and you are trying to kill something. According to you I should place barrels out of range of whatever I'm trying to kill. Great. Now they are running in the other direction and because of the delay I can't combo shit. Anyone who has played the new GP at all since the nerf likely realized your best bet is to place the first barrel as close to the target as possible, then shoot and place the second barrel in the direction they're trying to run. | ||
Numy
South Africa35471 Posts
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Osmoses
Sweden5302 Posts
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Numy
South Africa35471 Posts
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Slusher
United States19143 Posts
These nerfs are probably fine, but I'm not sure, losing 10 more arp on top of 20 base damage is one of those nerfs where I'm not going to know exactly how much of a damage loss that is without trying it. | ||
Gahlo
United States35114 Posts
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Harem
United States11390 Posts
[ "Ranged champions trigger this every fourth attack instead."] Man please no, Vayne is only time jungle is actually fun nowadays. pls no kill rito | ||
Slusher
United States19143 Posts
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Caiada
United States3052 Posts
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Goumindong
United States3529 Posts
On September 16 2015 06:50 Slusher wrote: they probably have no choice because of the new hero Which basically means that the new hero is dumb. | ||
DystopiaX
United States16236 Posts
On September 16 2015 08:10 Goumindong wrote: Show nested quote + On September 16 2015 06:50 Slusher wrote: they probably have no choice because of the new hero Which basically means that the new hero is dumb. not convinced that people will not just ignore her passive on jungle camps and take her bot lane anyway | ||
Seuss
United States10536 Posts
On September 16 2015 08:12 DystopiaX wrote: Show nested quote + On September 16 2015 08:10 Goumindong wrote: On September 16 2015 06:50 Slusher wrote: they probably have no choice because of the new hero Which basically means that the new hero is dumb. not convinced that people will not just ignore her passive on jungle camps and take her bot lane anyway Now that we have the details of it... yeah. For jungling Hunt only spawns on Scuttlecrabs and enemy jungle camps, and once you're at 6 stacks they stop spawning (however you got those stacks). Getting a Scuttlecrab or two while laning isn't out of the question, so on average you probably don't come out signficantly behind on stacks from laning. 1.25% of your target's current health in physical bonus damage per stack is okay, but not really enough to create a huge incentive to jungle Kindred when the stack difference won't be significant. Yeah, you can't hunt the same champion within a 4 minute window, but in bot lane you've got two champions to hunt and if you're killing them faster than you can hunt them you've probably won the game anyway. | ||
Numy
South Africa35471 Posts
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Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
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Numy
South Africa35471 Posts
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Gahlo
United States35114 Posts
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phyvo
United States5635 Posts
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Seuss
United States10536 Posts
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Gahlo
United States35114 Posts
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739
Bearded Elder29903 Posts
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DystopiaX
United States16236 Posts
On September 16 2015 23:02 Numy wrote: I don't really get the point of the random hunt thing only spawning on enemy camps or crab. She's going to get shit on by any duelist in the jungle so trying to create an incentive to just overextend seems dumb. putting the hunt thing on friendly camps seems like it might be too powerful to balance or something though I guess you could tune the numbers waaaaay down, but based on what rioters say after every devourer change they don't like strictly afk farm jungles, even if you're farm intensive they want you to interact with the rest of your team, I think straight powerfarming for 20+ minutes is something they want to avoid incentivizing too much | ||
DystopiaX
United States16236 Posts
On September 18 2015 00:55 phyvo wrote: IDK, I think Kindred will see more play in the jungle than as ADC. She is pretty safe during a full clear even for a newbie like myself and has no mana problems. Jungling is a good way to be part of the action on the map and so gives you flexibility to get stacks from assists or possibly a camp if you see their jungler. Moreover with a few stacks it's ridiculously easy to solo dragon and baron goes down a lot quicker (I think it's uncapped). I just feel that in lane her abilities and stats (500 AA range and .625 base AS) don't make her a strong bully or a super strong AA scaler which she would need if she wanted to go on the offensive for stacks. I don't think 1.25% per stack should be underestimated either. I think she's way too open to just getting abused by a good early aggro jungler like lee or elise though | ||
Numy
South Africa35471 Posts
On September 18 2015 17:44 DystopiaX wrote: Show nested quote + On September 16 2015 23:02 Numy wrote: I don't really get the point of the random hunt thing only spawning on enemy camps or crab. She's going to get shit on by any duelist in the jungle so trying to create an incentive to just overextend seems dumb. putting the hunt thing on friendly camps seems like it might be too powerful to balance or something though I guess you could tune the numbers waaaaay down, but based on what rioters say after every devourer change they don't like strictly afk farm jungles, even if you're farm intensive they want you to interact with the rest of your team, I think straight powerfarming for 20+ minutes is something they want to avoid incentivizing too much The mechanic would make more sense on a jungle that can use it though. Feels like they wanted some kind of incentive for people to jungle her so forced this hunt thing on her when she's not really the kind of hero that'll want to be roaming around in enemy jungle. I'm thinking mid lane is prob the best bet if you want to stack up your passive and get safe farm. Just depends on if mid lane goes back to more control mages or aggressive laners. Her range is a bit low for sieging though and her roam is worse than Quinn so kind of doubt we'll see her there anyway. I kind of have my doubts we'll ever see this champ at all unless her numbers are bonkers. | ||
Ansibled
United Kingdom9872 Posts
On September 18 2015 17:23 739 wrote: YES ! SHOW TEAM FRAMES ON LEFT HAS BEEN ADDED <3 Well I'm glad it only took them a few months | ||
Gahlo
United States35114 Posts
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krndandaman
Mozambique16569 Posts
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lilwisper
United States2515 Posts
Edit: If I recall the build he was going for properly, it was BoRK into FM into Hurricane. He didn't get to FM because his team lost every other lane and was rolled. | ||
Goumindong
United States3529 Posts
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Gahlo
United States35114 Posts
http://www.surrenderat20.net/2015/09/921-pbe-update.html | ||
Goumindong
United States3529 Posts
Does she have good base damage? It would seem like adding AS and another prof first would be better than straight pen (then of course, pen right after) | ||
Gahlo
United States35114 Posts
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Goumindong
United States3529 Posts
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Gahlo
United States35114 Posts
On September 22 2015 08:41 Goumindong wrote: Surrender@20 doesn't have her base AS listed. Other than that it looks like she has pretty decent base damage with quite low ratios except on W which has a very high ratio It's .625, which iirc is the lowest champions get. | ||
Goumindong
United States3529 Posts
Edit: Azir had his base AS buffed. So it looks like Annie, Morde, and naut. But plenty of "proper" ADs have .625 base AS. Her low AS scaling should mean buying more AS than usual so I think BOtRK still has a place | ||
Alaric
France45622 Posts
For the same reasons (bad base AS and AD) crit is meh. Add in the good base defensive stats (high HP and high-ish armour for a ranged champion) and a lifesteal item (BotRK best) is a good pick-up. | ||
Goumindong
United States3529 Posts
Crit build will still be the best lategame dps probably. But the 1/2 item timing on botrk/whisper/ghostblade (pick 2) will trounce IE/PD so hard that crit won't be worth getting if you want to have any mid game impact | ||
Gahlo
United States35114 Posts
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Gahlo
United States35114 Posts
Warden Karma is making me super miffed that it's 750RP. | ||
Gahlo
United States35114 Posts
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Gahlo
United States35114 Posts
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Caiada
United States3052 Posts
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Ansibled
United Kingdom9872 Posts
It's not really though, more Diablo. | ||
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GrandInquisitor
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New York City13113 Posts
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Gahlo
United States35114 Posts
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Gahlo
United States35114 Posts
RIP Riven. 2Edge5me. She uses a recourse now, hue. | ||
Caiada
United States3052 Posts
Apprehend slow nerf makes sense. I have to admit his combo was rather brainless done properly. | ||
Kinie
United States3106 Posts
Just stop nerfing her unless she is wrecking competitive, leave her solo Q OPness alone. Edit: I get the idea behind it (they're trying to harken back to her 'anime fighting style game' roots, so this Edge would act like a energy bar from Street Fighter or Guilty Gear) but this seems so dumb. If you actually wanted it to be like a fighting game mechanic then Edge turns into a resource she gets from AAing creeps, champions, and monsters. This is just me spitballing ideas out here, but maybe the Edge augments her Q, W, E, and R in some fashion (maybe higher knockup on the third Q hit, longer stun on W, longer shield on E, and more damage with the R) but it has to consume at least 25 Edge per stipulation with the ult consuming all of the Edge, and it's a gain of 1 Edge per AA, and it dissipates after 10-20s of being out of combat (like the 'Coward Warning' in Guilty Gear). | ||
Gahlo
United States35114 Posts
On October 01 2015 10:33 Kinie wrote: The Riven change is so dumb, like I get that they want to somehow slow/lessen how snowbally she can be, but she's a literal shell of her former self. No HP/5 regen, very weak shield duration, Wind Slash is slow as balls now, and now she has this Edge thing? Just stop nerfing her unless she is wrecking competitive, leave her solo Q OPness alone. Edit: I get the idea behind it (they're trying to harken back to her 'anime fighting style game' roots, so this Edge would act like a energy bar from Street Fighter or Guilty Gear) but this seems so dumb. If you actually wanted it to be like a fighting game mechanic then Edge turns into a resource she gets from AAing creeps, champions, and monsters. This is just me spitballing ideas out here, but maybe the Edge augments her Q, W, E, and R in some fashion (maybe higher knockup on the third Q hit, longer stun on W, longer shield on E, and more damage with the R) but it has to consume at least 25 Edge per stipulation with the ult consuming all of the Edge, and it's a gain of 1 Edge per AA, and it dissipates after 10-20s of being out of combat (like the 'Coward Warning' in Guilty Gear). Edge effects all her damage. The only reasonable time the change is actually a nerf is when Edge's effect on R2 doesn't make up for or exceed the former execute damage and on the first camp for Jungle Riven when you're loading up on passive charges. | ||
Slusher
United States19143 Posts
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Gahlo
United States35114 Posts
On October 01 2015 13:55 Slusher wrote: seems like it's only a nerf to cancel combos, maybe not Not really. The common engage cancel is EQ>AA, but that's usually followed up by another string of spells that weaves autos. Rarely will a Riven finish a combo and then continue autoing because a target will either a) be dead b) win the fight due to better sustained damage or c) Riven will cycle through a new set of cooldowns. Gonna do some math in the morning between Worlds games. | ||
Goumindong
United States3529 Posts
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Osmoses
Sweden5302 Posts
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JazzVortical
Australia1825 Posts
On October 01 2015 14:38 Goumindong wrote: I haven't looked at the changes yet (on a phone) but I always thought that riven was one of the best designed melee champions and I don't really understand changing her Curious, what makes you say she is well designed? I don't necessarily disagree with you, but there is an incredibly vocal anti riven push that seems to have always been around spouting how terrible she is. I don't really care for the champ and the change, but I don't see why it had to happen. Unless I'm misunderstanding, the new system seems like it would be better in some instances, but worse in others. So it will end up being a side grade, which again is confusing, because sure she is a snowballer in solo queue, but there are a bunch of champs like that. Plus she showed up enough in competitive to be super interesting when she was picked. It's a head scratcher. I did always hate she used no resource, but I believe everyone should use mana anyway. | ||
VayneAuthority
United States8983 Posts
She has the same strategy of renekton where you can dash in, CC your opponent and get out with no possible trade action from your opponent if done correctly. Except there is no trade off for this laning phase, she is strong at all points of the game, and unbearable if ahead. So your only strategy is to pick a champion that can deal with that, which is why renekton in particular is really good against her. Otherwise its just an unfun lane where she continually harasses you while you just try to push in the wave so you dont have to deal with that bs. Because as soon as you are 60% hp on any champion really she can finish you easily and end your laning phase with 1 death Not to say that she's op, just incredibly binary and poorly designed | ||
Caiada
United States3052 Posts
I think the change is to commit to her being harder to play with the animation cancelling and make it more obvious that that's what you need to do to be good at her. The execute removal is probably a conveyance thing and also makes her more scary outside of lane to more targets. | ||
Goumindong
United States3529 Posts
On October 01 2015 20:17 JazzVortical wrote: Show nested quote + On October 01 2015 14:38 Goumindong wrote: I haven't looked at the changes yet (on a phone) but I always thought that riven was one of the best designed melee champions and I don't really understand changing her Curious, what makes you say she is well designed? I don't necessarily disagree with you, but there is an incredibly vocal anti riven push that seems to have always been around spouting how terrible she is. There are basically two kinds of ways you can make a melee fighter and this relates not to their role of playstyle but the path they take to enter into and navigate fights. You can be linear or non-linear. This doesn't mean riven can't go straight at you but that it's not necessary. Linear champions can only go in one direction and that is in, generally with a targeted dash or close or stun. But they have no out with an untargeted dash. Linear champions, as fighters, have problems because there is little skill component in their success either they're stronger and they get in range and their target dies or they're not. This makes linear fighters really hard to balance (And ideally they need some sort of dodge or mechanical outplay ability in order to make them balancible) because you're either stronger, win and are even stronger; or you're weaker, lose and are even weaker. Riven however, being non-linear is entirely based in mechanical and game sense skill. Additionally she has no unfun or tricky mechanics like stealth or intargetability. You know her range, her range doesn't change, you know her dash pattern, her dash pattern doesn't change. This means that you can basically give riven power without things swinging super far in one direction. I mean as it stands this is one of the highest win rates riven has seen and it's like 52%. That is pretty good as far as balance is concerned. Other competitive fighters shoot up to ridiculous numbers when they get strong (cough Xin zhao) The problem that most people have with riven is actually that they're playing a poorly designed champion or the type of champion that riven is designed to beat(like a team fight engage champion) That is they're playing a linear champion and then they lose a fight and lose it forever. Or maybe they win and then riven outplays them and they expected to win forever. Either way they're playing a champion with no outplay potential and getting into fights with a champion that can outplay them. Maybe this is because I play support so much. But I never really feared a riven in a team fight. I would just peel her and she would die, even if she was ahead. And you can always peel her, because she can't troll poll you or whatnot. So if you miss, it's your own damn fault. Edit: think about what happens when a champion becomes strong and enters the meta. If they're a very simple linear forward champion you get a lot of posts like "holy shit this is freelo". But despite all the complaining about riven very few people are ever like "just played riven and it was total freelo" no people post their 10 win page with their first 10 riven games like they might once they discovered Veigar or Xin or something. And sure there are good riven players. But good riven players are good because the champion allows them to be good, not because the champion is too strong. | ||
Sufficiency
Canada23833 Posts
I believe this is also why Riven does extremely poorly in lower elo while simultaneously broken in higher elo. There was a time where Riven's autocancel got removed on PBE. I actually thought it was done on purpose for a while - but at the end it seems that it was not intended. If I ignore her autocancel for a second, I think Riven is actually pretty well designed. | ||
Goumindong
United States3529 Posts
Most all champions have animation cancels. Abilities almost always cancel on all of auto attacks, movement commands, and ability commands. But for Riven, her Q only cancels on a move command. This means that the standard mechanical solution for a combo on an auto weaving champion is Ability, AA, Ability, AA. But for riven to maximize damage its Ability, move, AA, ability, move, AA. And, additionally its important to note that because you have to move your mouse in between all of these(or you will Q in the wrong direction, click a champion/monster and not hit the move command and miss the cancel, or miss your intended target as you come back after the move command) its a very precise structure. Because of this its hard to balance riven against players of varying mechanical skill. | ||
Gahlo
United States35114 Posts
On October 02 2015 10:30 Goumindong wrote: I think its less her auto attack cancel and more her Q cancel. Most all champions have animation cancels. Abilities almost always cancel on all of auto attacks, movement commands, and ability commands. But for Riven, her Q only cancels on a move command. This means that the standard mechanical solution for a combo on an auto weaving champion is Ability, AA, Ability, AA. But for riven to maximize damage its Ability, move, AA, ability, move, AA. And, additionally its important to note that because you have to move your mouse in between all of these(or you will Q in the wrong direction, click a champion/monster and not hit the move command and miss the cancel, or miss your intended target as you come back after the move command) its a very precise structure. Because of this its hard to balance riven against players of varying mechanical skill. You can find wiggle room by issuing your attack with attack move, but yes. Q canceling is a bitch to learn properly. | ||
Sufficiency
Canada23833 Posts
On October 02 2015 10:38 Gahlo wrote: Show nested quote + On October 02 2015 10:30 Goumindong wrote: I think its less her auto attack cancel and more her Q cancel. Most all champions have animation cancels. Abilities almost always cancel on all of auto attacks, movement commands, and ability commands. But for Riven, her Q only cancels on a move command. This means that the standard mechanical solution for a combo on an auto weaving champion is Ability, AA, Ability, AA. But for riven to maximize damage its Ability, move, AA, ability, move, AA. And, additionally its important to note that because you have to move your mouse in between all of these(or you will Q in the wrong direction, click a champion/monster and not hit the move command and miss the cancel, or miss your intended target as you come back after the move command) its a very precise structure. Because of this its hard to balance riven against players of varying mechanical skill. You can find wiggle room by issuing your attack with attack move, but yes. Q canceling is a bitch to learn properly. My opinion is that her autocancel or Q cancel or whatever should be removed. If she becomes too weak afterwards, give her a buff. In her current state she will be impossible to balance across all elos. I don't think Riot has the guts to do it as it will surely make "Riven mains" angry. | ||
Gahlo
United States35114 Posts
On October 02 2015 10:55 Sufficiency wrote: Show nested quote + On October 02 2015 10:38 Gahlo wrote: On October 02 2015 10:30 Goumindong wrote: I think its less her auto attack cancel and more her Q cancel. Most all champions have animation cancels. Abilities almost always cancel on all of auto attacks, movement commands, and ability commands. But for Riven, her Q only cancels on a move command. This means that the standard mechanical solution for a combo on an auto weaving champion is Ability, AA, Ability, AA. But for riven to maximize damage its Ability, move, AA, ability, move, AA. And, additionally its important to note that because you have to move your mouse in between all of these(or you will Q in the wrong direction, click a champion/monster and not hit the move command and miss the cancel, or miss your intended target as you come back after the move command) its a very precise structure. Because of this its hard to balance riven against players of varying mechanical skill. You can find wiggle room by issuing your attack with attack move, but yes. Q canceling is a bitch to learn properly. My opinion is that her autocancel or Q cancel or whatever should be removed. If she becomes too weak afterwards, give her a buff. In her current state she will be impossible to balance across all elos. I don't think Riot has the guts to do it as it will surely make "Riven mains" angry. It would require a decent compensation if they got rid of it, most likely to her base stats which are god awful. | ||
Caiada
United States3052 Posts
They just don't know how they're going to do that. Understandably given how obtuse and technical it is, while being completely core to the champ. | ||
Gahlo
United States35114 Posts
On October 02 2015 11:08 Caiada wrote: They stated in the past they like the mechanic but would like it to be clearer in how it works. Shouldn't have to look up a guide. They just don't know how they're going to do that. Understandably given how obtuse and technical it is, while being completely core to the champ. If Riot wanted to have their game mechanics be clear, they'd have quite a decent amount of work to do all around their game. | ||
Sufficiency
Canada23833 Posts
On October 02 2015 11:08 Caiada wrote: They stated in the past they like the mechanic but would like it to be clearer in how it works. Shouldn't have to look up a guide. They just don't know how they're going to do that. Understandably given how obtuse and technical it is, while being completely core to the champ. I think her current passive without the "cancel magic" is sufficiently technical (i.e. next auto does bonus damage, but only stacks three times). In fact I think it's pretty interesting by itself, since to get the best out of her you must play with discipline instead of rolling your face on your keyboard. Like I said, I don't think Riot has the guts to do it. | ||
Gahlo
United States35114 Posts
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Goumindong
United States3529 Posts
On October 02 2015 10:55 Sufficiency wrote: Show nested quote + On October 02 2015 10:38 Gahlo wrote: On October 02 2015 10:30 Goumindong wrote: I think its less her auto attack cancel and more her Q cancel. Most all champions have animation cancels. Abilities almost always cancel on all of auto attacks, movement commands, and ability commands. But for Riven, her Q only cancels on a move command. This means that the standard mechanical solution for a combo on an auto weaving champion is Ability, AA, Ability, AA. But for riven to maximize damage its Ability, move, AA, ability, move, AA. And, additionally its important to note that because you have to move your mouse in between all of these(or you will Q in the wrong direction, click a champion/monster and not hit the move command and miss the cancel, or miss your intended target as you come back after the move command) its a very precise structure. Because of this its hard to balance riven against players of varying mechanical skill. You can find wiggle room by issuing your attack with attack move, but yes. Q canceling is a bitch to learn properly. My opinion is that her autocancel or Q cancel or whatever should be removed. If she becomes too weak afterwards, give her a buff. In her current state she will be impossible to balance across all elos. I don't think Riot has the guts to do it as it will surely make "Riven mains" angry. Well you can do the same thing the other way. Make the cancel easier to do, like every other champions cancel works, and you can then tune the damage around it. | ||
Alaric
France45622 Posts
On October 02 2015 10:38 Gahlo wrote: Show nested quote + On October 02 2015 10:30 Goumindong wrote: I think its less her auto attack cancel and more her Q cancel. Most all champions have animation cancels. Abilities almost always cancel on all of auto attacks, movement commands, and ability commands. But for Riven, her Q only cancels on a move command. This means that the standard mechanical solution for a combo on an auto weaving champion is Ability, AA, Ability, AA. But for riven to maximize damage its Ability, move, AA, ability, move, AA. And, additionally its important to note that because you have to move your mouse in between all of these(or you will Q in the wrong direction, click a champion/monster and not hit the move command and miss the cancel, or miss your intended target as you come back after the move command) its a very precise structure. Because of this its hard to balance riven against players of varying mechanical skill. You can find wiggle room by issuing your attack with attack move, but yes. Q canceling is a bitch to learn properly. A lot of other spell animations will complete if you right-click your target afterwards, actually. You can queue up the auto, but not cancel the animations. | ||
Gahlo
United States35114 Posts
http://www.surrenderat20.net/2015/10/102-pbe-update.html | ||
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739
Bearded Elder29903 Posts
Also they reverted Riven changes, good thing. | ||
Ryuu314
United States12679 Posts
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Kaethis
Netherlands112 Posts
She' just 100% shit to see on the other side because of reasons stated above. | ||
Goumindong
United States3529 Posts
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Gahlo
United States35114 Posts
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JazzVortical
Australia1825 Posts
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Alaric
France45622 Posts
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Gahlo
United States35114 Posts
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Gahlo
United States35114 Posts
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Seuss
United States10536 Posts
Implementation is otherwise exactly as predicted. | ||
Gahlo
United States35114 Posts
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Gahlo
United States35114 Posts
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M2
Bulgaria4100 Posts
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Alaric
France45622 Posts
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Numy
South Africa35471 Posts
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Alaric
France45622 Posts
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Gahlo
United States35114 Posts
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Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
Don't understand why they're nerfing Riven's ult CD. | ||
Osmoses
Sweden5302 Posts
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M2
Bulgaria4100 Posts
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Osmoses
Sweden5302 Posts
edit: I guess the latest GP nerfs got taken off the pbe? | ||
Alaric
France45622 Posts
Riven's ult cd was initially 75 / 60 / 45, and consider that it lasts a good 10 seconds and that she's going to build CDR (brutaliser first yo, Ravenous Hydra didn't exist at the time), she can all-in you every minute at absolutely 0 cost (since Riven doesn't need her ult to kill people, is manaless, and now little to no cooldown). | ||
M2
Bulgaria4100 Posts
On October 20 2015 18:06 Alaric wrote: That's the second time they nerf her ult CD for that reason. They used the same reasoning when they moved Noxian Guillotine reset from "cd refund" to "can be recast in the next X seconds" if it kills someone. Otherwise if Darius can 100-0 you with his ult, he'll do it, you respawn after 20 seconds early game, come back to lane, and it does it again immediatly. Riven's ult cd was initially 75 / 60 / 45, and consider that it lasts a good 10 seconds and that she's going to build CDR (brutaliser first yo, Ravenous Hydra didn't exist at the time), she can all-in you every minute at absolutely 0 cost (since Riven doesn't need her ult to kill people, is manaless, and now little to no cooldown). yeah, sure, she was kind of retarded for long, but now its up to players skill level to deal with her. I often beat her with Rengar/Master yi which she is considered being hard counter to. | ||
Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
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Gahlo
United States35114 Posts
Can't wait for preseason to come fast enough so we can get a real patch with some meat on it... | ||
Seuss
United States10536 Posts
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Kinie
United States3106 Posts
If they introduced a new champion (let's say... not!Riven) and gave the champion a similar moveset but required the champion to build meter/resource (like Gnar, Renekton, Rengar, Rek'Sai) to combo the moves together or have synergy with each other (like maybe their Q does damage with a slight move, but if you use E then Q within a couple seconds of E's duration/buff the Q does damage + slow or a short knockup as the meter is spent) then it'd have counterplay (don't try to fight while they have meter, go on them when they don't). Instead Riven just combos her moves together via animation cancels and AA cancels which has basically no counterplay because all those things are part of her moveset and can't be seen/read unless you yourself are a Riven player and know how/when she'd do it. I suspect that's why they were trying to do the Fury passive/change to her, to give/show some sort of meter to give her lane opponent a chance for counterplay, but they bungled their first attempt of it. The "best" course of action would be a full rework with trying to re-do/incorporate some sort of meter/resource bar to allow for said animation cancels and AA cancels, but that would be a bitch to code and would probably kill boxbox and a bunch of other Riven main players. | ||
JazzVortical
Australia1825 Posts
On October 22 2015 06:17 Kinie wrote: The biggest issue with Riven is that she doesn't belong in LoL based upon what inspired her creation (ie., fighting games) and they can't do a rework on her because of her uniqueness. If they introduced a new champion (let's say... not!Riven) and gave the champion a similar moveset but required the champion to build meter/resource (like Gnar, Renekton, Rengar, Rek'Sai) to combo the moves together or have synergy with each other (like maybe their Q does damage with a slight move, but if you use E then Q within a couple seconds of E's duration/buff the Q does damage + slow or a short knockup as the meter is spent) then it'd have counterplay (don't try to fight while they have meter, go on them when they don't). Instead Riven just combos her moves together via animation cancels and AA cancels which has basically no counterplay because all those things are part of her moveset and can't be seen/read unless you yourself are a Riven player and know how/when she'd do it. I suspect that's why they were trying to do the Fury passive/change to her, to give/show some sort of meter to give her lane opponent a chance for counterplay, but they bungled their first attempt of it. The "best" course of action would be a full rework with trying to re-do/incorporate some sort of meter/resource bar to allow for said animation cancels and AA cancels, but that would be a bitch to code and would probably kill boxbox and a bunch of other Riven main players. Since when is uniqueness a reason not to rework a champ? Not disagreeing with you, but a lot of reworked champs have lost what makes them unique. E.g. Xerath (still salty) | ||
Gahlo
United States35114 Posts
Let's get the preseason going with actual information, woo! | ||
phyvo
United States5635 Posts
For those not wanting to click two links to get the details, here is the riot context for the 6 champs changed the most. The rest of the marksmen just seemed to get stat changes with some minor functionality tweaks (like urgot's ult giving % DR instead of armor/MR). Apologies, I didn't really bother to copy the formatting, but it's readable. + Show Spoiler [Caitlyn] + Hey guys, This thread is to discuss Caitlyn's changes with the upcoming season. They should be on PBE tomorrow (Oct. 29). As a preview, I'll summarize the changes and why we are doing them. Major Changes: Base stats All marksmen have received some base stat adjustments; Caitlyn is no exception. Caitlyn's auto-attacks scale 10% less well with bonus attack speed. P 1. Caitlyn's Headshot now scales in damage with her Crit Chance (so at 50% crit chance, it deals +100% damage). 2. Caitlyn can fire a double-range Headshot at targets she has trapped or netted by auto-attacking them. This is independent from her normal Headshot. Q Piltover Peacemaker's missile is now narrow, but blooms into its old wide self on first target hit. Damage up by about 20% on the first hit, but falls off harder on the follow up hits. W 1. Traps are now on an ammo system with a very short cooldown but longer recharge time, allowing Caitlyn to quickly set up a fortress of traps but then leaving her without traps for a much longer time if pushed away from them. 2. Traps no longer deal damage -- instead, they interact with your passive. E Cooldown unchanged, but we drained some power and reliability from this spell to make room for power elsewhere. The net missile is a bit narrow, shorter, slower, and deals less damage. Now interacts with your passive. R is unchanged Why are we trying these changes? We think Caitlyn is in a good spot balance and play pattern-wise, but she isn't perfect. Caitlyn’s play pattern is enjoyable, but indistinct. Let’s give the Caitlyn player more things they can master that someone familiar with marksmen generally won’t immediately pick up. Let's do that while still making her about her auto-attack. Caitlyn tends to feel either endlessly oppressive or inconsequential. Let’s enhance her laning phase strengths (dominance and fast pushing), but create some meaningful win conditions for the opponent that involve not just outlasting but actively disrupting that plan. Caitlyn has at times been the safe sieger and at times been the blood boil hypercarry. Let’s give her a clearer late-game identity from peer marksmen, focused on zone control to make her the premiere sieger. As always, let's enhance our champion's thematic identity, in this case Caitlyn as sharpshooter. + Show Spoiler [Corki] + Greetings, League's Daring Bombardier will be getting a pretty unique update with the new preseason. Here are the main details: Corki's identity as the magic damage Marksman is being reinforced Hextech Shrapnel Shells now cause Corki's basic attacks to deal split damage (half magic, half physical) instead of bonus true damage As a result, Hextech Shrapnel Shells now interacts with attack modifiers like Trinity Force and Critical Strikes once again Gatling Gun also deals split damage and now shreds both Armor and MR (but at reduced amounts) Corki will have a new tool to utilize in the form of "The Package" that grants him access to "Special Delivery" The Package will arrive in Corki's base after an interval. Corki can return to the fountain to pick it up temporarily gaining extreme out of combat Movement Speed and upgrading Valkyrie into Special Delivery. Special Delivery allows Corki to perform a bombing run - it travels much faster and further than Valkyrie, and drops incendiary bombs that knock aside enemies in the path (think Draven E) and leave a deadly fire trial behind that both slows and damages enemies who dare to cross it (or get forced into it!) Special Delivery can be used to cut off the retreat of a fleeing foe or to cause chaos by splitting the enemy team apart in team fights Corki will have to take more risks with the update One of the longer standing issues with Corki has always been his relative safety among the Marksman class due to having strong ranged poke and one of the most powerful escape abilities in the game (Valkyrie) Valkyrie's range is being substantially reduced Utilizing The Package is a fairly risky play with large payoffs when executed correctly I know this is a lot to take in, but hopefully you guys will get to have some fun experimenting with the new tools Corki will have in his arsenal in the next season. Appreciate any feedback you guys have on this. + Show Spoiler [Graves] + Hey guys, Graves is getting some big changes this patch and we're eager to get your feedback on the current direction. Here's a summary of the major changes: Base Stats Attack range reduced to 425 Graves' base stats have been adjusted to be similar to a melee champion P -- New "Destiny" 1. Graves’ attack is a cone of 4 bullets whose AD ratio scales up by 33% over game time. The first bullet does 0.75-1.1 tAD (by level); extra bullets deal 33% of that. Each bullet can apply On Hit Effects, but only once per target. Graves’ crits fire more bullets (8 normally, 10 with Infinity Edge), empowering him at close range to burst a target and long range to deal AoE damage. 2. Graves stores two shells at any time. After using them, he will reload before he can autoattack again. Reload has a longer delay than the normal time between attacks and is reduced only slightly by attack speed. Graves’ time between attacks otherwise is reduced dramatically by attack speed. 4. Unlike other basic attacks, Graves’ bullets hit the first unit they collide with. Q - New "End of the Line" Graves' basic attack is extremely potent, but he needed a tool to keep ranged opponents from running straight away from him and melee from running straight at him. This is where Graves' new Q, End of the Line shines: Fires a powder round, dealing low damage in a line before landing on the ground After ~1 second, this will detonate, dealing high damage along the line from which it fired and in both directions perpendicular to that line. If the powder round strikes a wall, this detonation is immediate W Smoke Screen is an extremely powerful ability. It's hard to appreciate that power partially because you cannot know how much vision it's actually restricting. Enemies inside Smoke Screen cannot see out, for any reason. Cooldown increased (20/19/18/17/16 >> 26/24/22/20/18). Now only slows briefly on impact. E Graves needs a lot more defenses to function at the 200-400 range window he now occupies. Quickdraw now gives True Grit's bonus on cast. If you can stretch a fight out, you can stack True Grit up to pretty monumental proportions, making Graves king in long, messy skirmishes. No longer grants AS. Instead, resets Graves’ AA and gives him 1 shell. Now grants True Grit (Armor/MR) for 4 seconds. This bonus is extended by striking a non-minion with a basic attack and can be stacked if sustained long enough to reactivate E. Speaking of reactivating E -- E’s cooldown is reduced by less from autoattacks, but each bullet can trigger this effect. R With a closer range pattern, Graves was getting into a lot of sticky situations. To help him deal with that, Collateral Damage now knocks Graves back substantially, creating a potential escape spell for Graves in exigent circumstances. Offensively it incentivizes “execute” usage over Live's more fire-and-forget R. What's the point of all these changes? Graves wields an epic-size shotgun. He should feel like he is a classic shotgun figure, with particular emphasis on devastating close range damage. Graves has struggled for years with being either strictly better or strictly worse than his peer marksmen (Lucian and Corki, for example). Instead of trying to push Graves and Lucian apart, we decided to flesh out Graves' character fantasy to such an extent that he would never feel like a different version of another champion. Strategically, Graves is empowered against close range opponents, particularly beefy divers who want to get up close and personal with him. He's effective at neutralizing them at the cost of sometimes struggling to output sustained damage against flighty longer range opponents. This makes him the perfect marksman for your team when the enemy _will _engage on you due to having better initiation tools than you have disengage. + Show Spoiler [Kog] + Hi all, With marksmen changes hitting PBE soon, I wanted to get a thread up to discuss changes to Kog'Maw that are coming in the big preseason patch. Kog'Maw's changes are pretty simple and straightforward, and they aim to further emphasize some of the main things we've always known and love about him. Namely, we want him to really shine in support-heavy team comps, and we want him to feel like a really juicy target for opponents. This won't be line-by-line changes like you'd see in the patch notes, but rather summaries of the bigger changes going on here. Changes: Bio-Arcane Barrage (W) has been changed to make Kog'Maw some kind of vomit-spewing machine gun while it is active. While W is active, Kog'Maw attacks twice as fast, and his Attack Speed cap is doubled to 5 attacks per second. While W is active, basic attacks deal reduced physical damage, but apply on-hit effects at full effect. During this time, Kog'Maw attacks so fast that attack-moving efficiently becomes incredibly difficult, so choose a time when you don't need to move much, and go to town. Living Artillery (R) has been repurposed to be less powerful in the average poke case, but very threatening as an execution tool. Living Artillery's base damage and ratios have been adjusted, and it no longer deals increased base damage to champions. Living Artillery now deals double damage to enemies at 25%-50% current Health, and triple damage to enemies below 25% Health Various other changes/thoughts: Base Attack Speed stats and Q's passive Attack Speed have been adjusted so he is more dependent upon maxing both his Q and W to really approach his full damage potential. For those wondering, AP Kog'Maw will play a bit differently than before, but we believe it to be of about equal power to before. Those are the main changes. If you get a chance to play Kog'Maw, please do let me know how it goes by replying to this thread. I'll be popping in pretty regularly while Kog is on PBE to monitor his progress and see how players are feeling about him. Cheers, Dcap + Show Spoiler [Miss Fortune] + Salutations, Miss Fortune is receiving a fairly significant update with the next preseason. It may not be as dramatic as some of the other Marksmen, but it should better solidify her place in the Marksman lineup and the League roster as a whole. Miss Fortune is making her return as the queen of the Wombo Combo Bullet Time now channels for a higher max duration and thus higher max damage output (DPS is similar if not better in most cases) Bullet Time now scales much better into the later parts of the game - Miss Fortune now fires waves more rapidly at higher ranks and Bullet Time waves can now critically strike (but at a reduced amount) Impure Shots is gone and has been replaced by Love Tap Love Tap is now MF's character passive - it's a new basic attack mechanic that deals bonus damage whenever Miss Fortune attacks a new target MF now gets a lot more value if she can manage to bounce her attacks between 2 or several targets Strut has been moved to W's Passive now that Love Tap is her character passive This isn't all of the nitty gritty details, but gives you guys an overview of the larger changes we made to the kit. Feel free to leave feedback once you guys get a chance to test her out. Hope you guys enjoy! + Show Spoiler [Quinn] + Hi guys, With preseason hitting the PBE shortly and Quinn being one of the six main marksmen getting an update, I wanted to put up a post to gather feedback on her changes for her time on the PBE before release. Rather than a long line-by-line changelist on the PBE, you'll instead find the main changes going on in Quinn's update in the body of the thread, not necessarily in P,Q,W,E,R order. Changes: Tag Team (R) has been heavily repurposed into a strategic map mobility tool: Tag Team's visuals have been changed from Quinn leaving the game space to Valor flying Quinn around beneath him. Tag Team now has a 2-second channel at its start, and no longer has combat spells or basic attacks. Tag Team now has no cooldown, and its Movement Speed bonus is now very dramatic. Skystrike has been retained, but deals less damage and does not deal increased damage based on targets' missing Health. Blinding Assault (Q) has been repurposed (and renamed) into more of a waveclearing tool and less of a dueling tool: Q's name has been changed to Aerial Assault, because... the spell no longer blinds. Aerial Assault now marks its primary target as Vulnerable (passive mark). Aerial Assault now does up to double damage based on targets' missing Health. Half of Aerial Assault's cooldown is refunded if it kills at least one enemy. Various other changes: Harrier (P) attacks now deal a percentage of Quinn's total AD rather than a base and bonus AD ratio. Vault (E) has had its dash speed increased, and it should now more reliably return you along the vector you dashed in on. The above changes are the main ones that should most dramatically change the way Quinn plays following her update. Please feel free to give feedback on any of the above stuff, and do let me know if anything feels off about the character in ways you wouldn't expect given the above information. I did quite a bit of script cleanup on her, so I want to make sure I didn't change the feel of things in ways I didn't intend. Thanks all, Repertoir | ||
Gahlo
United States35114 Posts
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iCanada
Canada10660 Posts
On October 22 2015 05:57 Seuss wrote: I'm eagerly awaiting their next failed attempt to promote diversity in the jungle. It's not even that they fail to make it diverse... they make it diverse then decide they hate it. | ||
phyvo
United States5635 Posts
I dislike the changes to Kog. I haven't done the math but machine gunning it doesn't *feel* any better or more powerful and, at least for the part of the game I played, felt like a downside due to the immobility letting people get away or get in my face. Maybe my build was wrong though, all the items are changed. The ult changes are weird and crazy, I'm not used to doing 600-800 damage with ult late-game on low HP targets. He might still gel with a poke comp simply because if anyone does low the threat ult poses can be huge. AP kog also clears better earlier than before, e + just one ult kills ranged minions at 6. I love the Quinn changes. She feels powerful, she is by far the most vroom vroom champion in the game, and it feels like Valor is more of a teammate than an occasional transformation since Q now applies passive and passive CD scales with stats into lategame. I didn't like Quinn before and now I'll probably buy her on live. | ||
Gahlo
United States35114 Posts
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phyvo
United States5635 Posts
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Gahlo
United States35114 Posts
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ticklishmusic
United States15977 Posts
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iCanada
Canada10660 Posts
lol. 10 minutes worth of farming, you get an extra 130 gold after selling it than you'd have before. I dont care what matchup I am in, I dont want that starting item. If I am stronger early, then I want Dblade, I am going to get way more gold by just having stats for last hitting, and will deny my enemy gold as well. lol. God forbid Cull loses you a kill... So bad compared to Avarice blade, which you bought because you wanted Shiv anyway, and gave you like 400 gold above and beyond. Cull either needs mad buffs or no one will ever buy it. | ||
Gahlo
United States35114 Posts
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Gahlo
United States35114 Posts
http://www.surrenderat20.net/2015/11/1110-pbe-update.html | ||
Gahlo
United States35114 Posts
http://www.surrenderat20.net/2015/11/1112-pbe-update.html http://www.surrenderat20.net/2015/11/1113-pbe-update.html | ||
kongoline
6318 Posts
riot is going full retard every bruiser and tank has now 200hp less late game due to deadmens nerf and veteran scars being trash now , ye i felt me tanking enemy tristana for 3sec before dying as a 4armor items olaf was too long definitely need hp nerf ..... ps lol@ skarner nerf, losing my faith in this company | ||
krndandaman
Mozambique16569 Posts
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Slusher
United States19143 Posts
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Ketara
United States15065 Posts
They're buffing PRECISION? | ||
Gahlo
United States35114 Posts
On November 24 2015 08:31 Ketara wrote: Oh my god. They're buffing PRECISION? Gotta nudge the math illiterate. | ||
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Plexa
Aotearoa39261 Posts
On November 24 2015 08:15 Slusher wrote: Swain nerfs????? Struck me as odd too. Whens Malz nerfs rito | ||
Ketara
United States15065 Posts
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Gahlo
United States35114 Posts
On November 24 2015 08:41 Ketara wrote: I think they just want to buff AD Assassins and give no fucks about fallout to other roles. Well AD assassins suck as on this patch because of Brutalizer getting removed. | ||
Ketara
United States15065 Posts
Like, they can make Precision OP on adcs, but as long as Fervor is still better than Cunning keystones, it won't break adcs because they still won't take it even though it's so good. There's a point where it becomes SO good that they'll take it anyway, but there's enough power in the keystones that that's not likely to happen. Basically, even though precision is more than twice as good as the tier 5 Ferocity stuff, that can be acceptable because its being balanced against the entire tree, not just things in its tier. Precision still batshit OP tho. It's basically the reason for the entire Cunning tree to exist. | ||
kongoline
6318 Posts
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Ketara
United States15065 Posts
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Caiada
United States3052 Posts
I'm glad they've embraced champions having one obvious generally optimal mastery path. | ||
Ketara
United States15065 Posts
Graves might like Thunderlords, varus likes Stormraider, that's maybe about it. | ||
Slusher
United States19143 Posts
On November 24 2015 09:06 Gahlo wrote: Show nested quote + On November 24 2015 08:41 Ketara wrote: I think they just want to buff AD Assassins and give no fucks about fallout to other roles. Well AD assassins suck as on this patch because of Brutalizer getting removed. Idk about that dirk seems better in a lot of ways. I mean losing cdr is really bad but maw and new yommu are a lot better fir them. Lw on the other hand | ||
Alaric
France45622 Posts
And what the heck is that random Swain nerf? He's pretty much forced to max W second unless he's laning vs a melee champion and needs the slow now, 1s root is almost worthless, save to prevent a flash/dash. | ||
Gahlo
United States35114 Posts
On November 24 2015 09:57 Slusher wrote: Show nested quote + On November 24 2015 09:06 Gahlo wrote: On November 24 2015 08:41 Ketara wrote: I think they just want to buff AD Assassins and give no fucks about fallout to other roles. Well AD assassins suck as on this patch because of Brutalizer getting removed. Idk about that dirk seems better in a lot of ways. I mean losing cdr is really bad but maw and new yommu are a lot better fir them. Lw on the other hand 137g for CDR was incredible. With old itemization there was no reason to rush Maw and Ghostblade and itemization was fine even if they were left at Brut/Hex. | ||
justiceknight
Singapore5741 Posts
I will still buy the entire snowday bundle, the skin quality is getting better and already surpass the Ultimate skin quality. | ||
Osmoses
Sweden5302 Posts
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Skitter
United States899 Posts
Poppy update, thoughts? | ||
Osmoses
Sweden5302 Posts
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GrandInquisitor
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New York City13113 Posts
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ticklishmusic
United States15977 Posts
i kinda liked old poppy | ||
Ansibled
United Kingdom9872 Posts
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Caiada
United States3052 Posts
I'm not personally that excited for the new kit (doesn't look like something I would personally play) but I am glad old Poppy will be dead. What an awful kit that was. On November 25 2015 04:22 GrandInquisitor wrote: I'm not the only one thinking that Fervor is now going to be pretty useless in a Sanguine Blade kind of way, right? Like, even on Jax I'm thinking of switching to Precision/Stormraider's Surge. Sanguine Blade was great. It was disgustingly efficient and really easy to keep up with the slightest bit of effort. Fervor's bonuses will be good enough to still take. It's not supposed to be a tool to shit on your lane, it's for long fights on ADCs/ranged AA champions, not any rando bruiser in the top lane because it was OP. | ||
Seuss
United States10536 Posts
As a non-Poppy player her kit seems interesting. Her ult is hilarious at the very least. I suspect most Poppy players are going to be mad that she's lost her assassin potential. | ||
ticklishmusic
United States15977 Posts
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GrandInquisitor
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New York City13113 Posts
On November 25 2015 04:50 Caiada wrote: Show nested quote + On November 25 2015 04:22 GrandInquisitor wrote: I'm not the only one thinking that Fervor is now going to be pretty useless in a Sanguine Blade kind of way, right? Like, even on Jax I'm thinking of switching to Precision/Stormraider's Surge. Sanguine Blade was great. It was disgustingly efficient and really easy to keep up with the slightest bit of effort. Fervor's bonuses will be good enough to still take. It's not supposed to be a tool to shit on your lane, it's for long fights on ADCs/ranged AA champions, not any rando bruiser in the top lane because it was OP. But no one AA's 10 times in a fight. Right now it's basically a mastery that says have a free 10->80AD if you attack some minions first. These PBE notes suggest it's going to be "get +1->+8 AD for every AA you land in a teamfight", which practically speaking cuts its damage by 50-70%. Not making a value judgment about whether this is "good" or whatever, just looking for confirmation that Fervor's gutted so hard now that bruisers (even Jax, who Fervor is ostensibly perfect for) should switch to the superior Cunning penetration masteries and use Stormraider's Surge or Thunderlord's Decree instead. | ||
Alaric
France45622 Posts
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GrandInquisitor
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New York City13113 Posts
And here's how I envision 0-18-12 Jax: http://efferentinc.com/wp-content/lol6calc/index.html#YK0CvClKKxCly I think Ferocity is better than Resolve. You're trading: 6% bonus armor/MR -2 damage from basic attacks 8% bonus to shields/healing 15% summoner spell CDR for 4% attack speed 3.5% increased damage / 1.5% increased damage taken 2.5% lifesteal/vamp 2.5% increased damage to CC'd targets OR 1% increased damage based on number of unique kills In the Resolve tree, none of that really excites me that much. 6% bonus armor/MR has nice synergy with your ult, but with the new Rageblade/Gunblade/Triforce build that's all the synergy you get until your 4th or 5th item. 8% bonus to healing turns Gunblade's 15% healing into 16.2% healing; it's not clear whether that's better than 2.5% lifesteal and vamp but I think it's not. The Cunning/Ferocity keystone debate is a closer one. There you're trading: 7% armor pen Nerfed Fervor for Buffed Precision (5.5-14 armor pen / 3.3-8.4 magic pen) Stormraider's Surge OR Thunderlord's Decree I think Cunning is going to be better, which is kinda sad because it's hard to imagine a better candidate for Fervor than Jax. But even in lane Jax is mostly about burst trades (Q-aa (ult passive proc)-W reset) rather than a long, 10-AA trade. | ||
kongoline
6318 Posts
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M2
Bulgaria4100 Posts
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kongoline
6318 Posts
Anivia Flash Frost (Q) chill duration lowered to 2 seconds from 3 seconds. [s] Glacial Storm (R) chill duration lowered to 1 seconds from 2 seconds. [s 1& s 2] not that i care i secretly hate that champion ;p | ||
lilwisper
United States2515 Posts
Pooooo po po po po pooooooooopyyyyyy. | ||
JimmiC
Canada22817 Posts
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739
Bearded Elder29903 Posts
I'm wondering if she could be some niche support pick with new kit, especially with her new W that gives MS and stops enemy dashes + R for peeling/initiating. | ||
phyvo
United States5635 Posts
Like, I don't think it would be awful later on. Your ultimate is a good tool for helping your team, anti-dash isn't shabby, Q is a huge slow, and E CC is strong. But laning phase would be a nightmare. If you want to play with less gold jungle is probably a far better option. | ||
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GrandInquisitor
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New York City13113 Posts
The new damage mastery in Cunning is quite exciting! Looks like Riot wants more people to figure out the power of Cunning over Ferocity. | ||
Gahlo
United States35114 Posts
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nafta
Bulgaria18893 Posts
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Caiada
United States3052 Posts
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Ketara
United States15065 Posts
The new mastery looks potentially broken to me on farming junglers. It says +1.5% damage, not damage to champions. Maybe increased jungle buff time will still be better for clear speed, but I can imagine a world where always farm never not farm and then split push jungle Tryndamere loves that shit. | ||
nafta
Bulgaria18893 Posts
Fervor is useless now. Ok not useless later in the game if you have good aoe but it is just useless in lane which is a big problem. How can you compare 7% arpen and fervor vs precision+thunderlord in trades? | ||
Ketara
United States15065 Posts
But I think the difference in early game damage won't be as big as you think it is. | ||
nafta
Bulgaria18893 Posts
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krndandaman
Mozambique16569 Posts
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Ketara
United States15065 Posts
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nafta
Bulgaria18893 Posts
On December 02 2015 10:52 krndandaman wrote: unless you are talking about a changed fervor I am not aware of you can keep fervor stacks up simply by autoing/using spells in general. don't have to hit anything or a champion with them They are changing it to proc only if you hit champions and it gives 2 stacks on a 2sec cd if you hit with an ability. This is the pbe thread I am talking about the changes. You see ketara when you are already behind the other guy can trade slightly weaker trades with you and still come out ahead. Not to mention precision outperforms battering blows so you would still not even be that fucked. Not to mention they are making precision 5+.5 arpen... | ||
Ketara
United States15065 Posts
I think if your argument is that you can't trade more than 2 autos, and also can't trade more than once every 20 seconds, you're making a very hypothetical argument. I mean, precision is really absurdly good, and adcs who have early game bursty trade patterns (Lucian, graves, tristana??) may end up preferring it. But to say fervor will be useless is a stretch. | ||
krndandaman
Mozambique16569 Posts
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Gahlo
United States35114 Posts
On December 02 2015 11:04 krndandaman wrote: Show nested quote + On December 02 2015 10:55 nafta wrote: On December 02 2015 10:52 krndandaman wrote: unless you are talking about a changed fervor I am not aware of you can keep fervor stacks up simply by autoing/using spells in general. don't have to hit anything or a champion with them They are changing it to proc only if you hit champions and it gives 2 stacks on a 2sec cd if you hit with an ability. This is the pbe thread I am talking about the changes. You see ketara when you are already behind the other guy can trade slightly weaker trades with you and still come out ahead. Not to mention precision outperforms battering blows so you would still not even be that fucked. Not to mention they are making precision 5+.5 arpen... wtf? where is this i dont see it on surrender@20 what kind of nerf is that i guess non thunderlords (cait, twitch, etc?) will go back to warlord's? It's in one of the previous updates this cycle. | ||
nafta
Bulgaria18893 Posts
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Slusher
United States19143 Posts
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Caiada
United States3052 Posts
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Ketara
United States15065 Posts
"Rapid Firecannon and Statikk Shiv will now take greatest potential damage instead of just stacking the damage for an attack" So you'll still get both procs, but the main target will take about 100 less damage? Shiv also 100g more expensive. | ||
Gahlo
United States35114 Posts
On December 03 2015 12:23 Ketara wrote: RFC+Shiv nerf on PBE today. "Rapid Firecannon and Statikk Shiv will now take greatest potential damage instead of just stacking the damage for an attack" So you'll still get both procs, but the main target will take about 100 less damage? Shiv also 100g more expensive. Yeah, Zeal got 100 more expensive, so so did all the upgrades. | ||
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Plexa
Aotearoa39261 Posts
Malzahar That Malz nerf D:Null Zone (W) damage lowered to 4/4.5/5/5.5/6% of max health per second from 4/5/6/7/8% | ||
Slusher
United States19143 Posts
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M2
Bulgaria4100 Posts
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JazzVortical
Australia1825 Posts
These deathfire touch champ nerfs are sad. | ||
Jek
Denmark2771 Posts
On December 03 2015 16:50 Slusher wrote: yea man every game Malz vs. Swain gotta get that shit outta here It's a nerf to the overly oppressive and overpowered Malz/Swain duo bot. + Show Spoiler + Sarcasm might have been used.... On November 24 2015 08:40 Plexa wrote: Struck me as odd too. Whens Malz nerfs rito Plexa the prophet! :O | ||
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Plexa
Aotearoa39261 Posts
On December 03 2015 20:27 Jek wrote: Show nested quote + On December 03 2015 16:50 Slusher wrote: yea man every game Malz vs. Swain gotta get that shit outta here It's a nerf to the overly oppressive and overpowered Malz/Swain duo bot. + Show Spoiler + Sarcasm might have been used.... On November 24 2015 08:40 Plexa wrote: Struck me as odd too. Whens Malz nerfs rito Plexa the prophet! :O + Show Spoiler + Fuck what have I done | ||
Caiada
United States3052 Posts
I would need to actually play more to be sure, but I know exactly where the nerfs are coming from. | ||
Slusher
United States19143 Posts
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Ketara
United States15065 Posts
Eye of Oasis and Eye of Watchers giving 10% CDR on PBE. That's kind of a big deal~ | ||
M2
Bulgaria4100 Posts
On December 12 2015 10:38 Ketara wrote: Ooh. Eye of Oasis and Eye of Watchers giving 10% CDR on PBE. That's kind of a big deal~ Interesting why the health eye does not though | ||
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GrandInquisitor
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New York City13113 Posts
Wow, Stormraider's Surge movement speed bonus increased to 40% from 35%, and also grants 100% slow resistance for 3 seconds. A real contender vs Grasp of the Undying for bruisers. | ||
kongoline
6318 Posts
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Gahlo
United States35114 Posts
On December 15 2015 08:28 kongoline wrote: some of the changes are completely insane, fervor adding 100 dmg late game for champions like jax who get full stacks after one auto is retarded lol That's more an issue of Jax needing to be looked at as opposed to Fervor. This isn't a problem like Lichbane was one where everybody that built it was stupid strong. Fevor is, generally, not that great. | ||
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GrandInquisitor
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New York City13113 Posts
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Ansibled
United Kingdom9872 Posts
On December 15 2015 08:28 kongoline wrote: some of the changes are completely insane, fervor adding 100 dmg late game for champions like jax who get full stacks after one auto is retarded lol Well it was that or gut the blue dmg one that everyone takes. I'm not really convinced these masteries will end up in a good place. | ||
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GrandInquisitor
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New York City13113 Posts
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Osmoses
Sweden5302 Posts
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NeoIllusions
United States37500 Posts
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Slusher
United States19143 Posts
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kongoline
6318 Posts
fervor buffed even more precision nerfed next patch after they buffed it, they are so clueless lmao | ||
Slusher
United States19143 Posts
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Ketara
United States15065 Posts
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Osmoses
Sweden5302 Posts
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Slusher
United States19143 Posts
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Osmoses
Sweden5302 Posts
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Ketara
United States15065 Posts
Look at it vs. Morellos Is the active worth 10% CDR and 30 AP? I'm sure it is some of the time. But certainly not all of the time. It's certainly a bigger nerf than hitting the gold gen. | ||
nafta
Bulgaria18893 Posts
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Ketara
United States15065 Posts
They're not 800g cheaper. I think the active is really good, even on Twin Shadows it was really good it's just Twin Shadows was hard to fit into builds, FQC can be fit in because it's your mana regen item. I'm pretty sure that there are matchups where a nerfed active won't be so amazing. I'm not saying it won't be strong, but I am saying that I think it's a noticeable nerf. They said they don't mind FQC on mids as long as it's not the ONLY option and I think this goes a way towards getting it there. I think it is possible it might need another small nerf though. They're probably being conservative because they don't want to kill the AP supports that are just now popular after oh so long of being joke picks. | ||
nafta
Bulgaria18893 Posts
Even on janna I get 1.5k or more gold per game with it. It definitely will be weaker there is no argument there but it still is too strong. Gotta admit until I actually saw people using it wasn't too sold on it but it honestly feels broken after playing with it in games. It honestly becomes so fucking hard to play immobile mages. | ||
ticklishmusic
United States15977 Posts
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Seuss
United States10536 Posts
Opening a chest should automatically pull up another chest if you have another chest and key. | ||
Ansibled
United Kingdom9872 Posts
http://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/XT7eu7jz-champion-mastery-level-6-7 Also latest PBE: http://www.surrenderat20.net/2016/01/120-pbe-update.html | ||
Gahlo
United States35114 Posts
Death In 4 Acts: Jhin's basic attacks utilize ammunition and his attack speed cannot be improved except through growth. Jhin can attack 4 times before having to reload for 2.5 seconds, and the final shot is a guaranteed critical strike that also deals 15 / 20 / 25% of target's missing health bonus physical damage. Every Moment Matters: Jhin's critical strikes deal 25% reduced damage, but grant 10% (+ 4% per 10% bonus attack speed) movement speed for 2 seconds. Additionally, his attack damage is increased by 2% - 40% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed). Keep it simple, stupid. | ||
Seuss
United States10536 Posts
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Slusher
United States19143 Posts
I def think Poppy is OP, but I don't think nerfing Poppy without nerfing Fiora is ok. | ||
Ansibled
United Kingdom9872 Posts
![]() Well, ok then. | ||
Ethelis
United States2396 Posts
On January 28 2016 06:02 Ansibled wrote: Show nested quote + [NEW ITEM] Duskblade of Draktharr ! ( ! ) ! +75 Attack Damage +5% Movement Speed UNIQUE Passive: +10 Armor Penetration UNIQUE Passive: Basic Attacks on an enemy champion apply Nightfall (120 second cooldown). Nightfall: After 2 seconds, deal physical damage equal to 90 plus 25% of the target's missing health. If you get a kill or assist on the target before Nightfall ends, the cooldown is refunded." Well, ok then. "Brutalizer was such a toxic item, it was bad for the ecosystem of the game, we will avoid having items like these in the future" (Paraphrasing). | ||
ticklishmusic
United States15977 Posts
On January 28 2016 06:02 Ansibled wrote: Show nested quote + [NEW ITEM] Duskblade of Draktharr ! ( ! ) ! +75 Attack Damage +5% Movement Speed UNIQUE Passive: +10 Armor Penetration UNIQUE Passive: Basic Attacks on an enemy champion apply Nightfall (120 second cooldown). Nightfall: After 2 seconds, deal physical damage equal to 90 plus 25% of the target's missing health. If you get a kill or assist on the target before Nightfall ends, the cooldown is refunded." Well, ok then. All champions are now Zed/Garen. And Zed is now Zed squared. | ||
Alaric
France45622 Posts
On January 28 2016 06:12 Ethelis wrote: Show nested quote + On January 28 2016 06:02 Ansibled wrote: [NEW ITEM] Duskblade of Draktharr ! ( ! ) ! +75 Attack Damage +5% Movement Speed UNIQUE Passive: +10 Armor Penetration UNIQUE Passive: Basic Attacks on an enemy champion apply Nightfall (120 second cooldown). Nightfall: After 2 seconds, deal physical damage equal to 90 plus 25% of the target's missing health. If you get a kill or assist on the target before Nightfall ends, the cooldown is refunded." Well, ok then. "Brutalizer was such a toxic item, it was bad for the ecosystem of the game, we will avoid having items like these in the future" (Paraphrasing). You realise they were talking about the mix of stats and their cost-effectiveness, all at an early price point, right? Just looking at the AD should tell you that item would cost 2.5k+ gold (on the boards they mention 3k+), so your paraphrasing doesn't apply to it at all. | ||
Zess
Adun Toridas!9144 Posts
http://www.surrenderat20.net/2016/01/127-pbe-update.html#more The E "buff" is marginal but that W passive for Xin Zhao is pretty bonkers | ||
Slusher
United States19143 Posts
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Caiada
United States3052 Posts
My worry for that item is that's kind of an inelegant solution to the assassin problem. Everybody's now Zed! We loved Zed so much, we gave a mini version of his ult to everybody because we couldn't think of any other way to add counterplay! I mean it works, but it's stupid as hell. | ||
Seuss
United States10536 Posts
On January 28 2016 07:04 Zess wrote: Here's the link to the current PBE everyone is referring to: http://www.surrenderat20.net/2016/01/127-pbe-update.html#more The E "buff" is marginal but that W passive for Xin Zhao is pretty bonkers Note that it's not 60-100% more than a normal crit, but in the place of what a crit would normally do. So rank 5 basically makes it a normal crit. IE and Crit Damage runes stack additively with it (e.g. IE + Rank 1 = 210% damage on crit), and it triggers Warlord's Bloodlust. | ||
gobbledydook
Australia2597 Posts
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Seuss
United States10536 Posts
Basically you can queue up the crit before a trade, then EW->Auto->Q Reset->Auto->Auto and you've already crit twice and healed twice. | ||
Gahlo
United States35114 Posts
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Alaric
France45622 Posts
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Seuss
United States10536 Posts
On January 29 2016 01:01 Gahlo wrote: Dose it have decaying stacks? I mean, it could work like Diana's passive where you can't just set it up and then head out for a gank unless you're really close by like on a Scuttle. They probably should have implemented it that way, but instead it piggy backs on W's heal proc. So it's every third strike, period. It's important to note that it is only +60% damage at rank 1, so even if you do queue it you're essentially getting four auto-attacks for the price of three (unless you run Crit Damage runes, but that's probably less efficient than penetration or even AD). + Show Spoiler [Math] + Looking purely at Marks, you can get 20% Crit Damage versus 8.55 AD versus 11.52 APen. Assuming you're smacking around another Xin Zhao with Armor Seals and that you're sporting a Doran's Blade the auto-attack damage over a level 3 EW->Qx3 combo looks like this: Equation: (AD * # of Autos + AD * Crit Damage % * # of Crits + Q Damage) / (1 + Armor / 100) = Damage
So it's close, but at least early on you're better off with AD. | ||
Ansibled
United Kingdom9872 Posts
Dragon's Might (2 stacks) changed to "Grants your attacks on turrets an additional firey burn over 2 seconds." from "+15% damage to towers and buildings." Dragon's Dominance (4 stacks) changed to "You take 30% less damage from turrets" from "+15% damage to Minions and Monsters" | ||
kongoline
6318 Posts
my god those are olaf tier gp nerfs | ||
Gahlo
United States35114 Posts
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nafta
Bulgaria18893 Posts
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lilwisper
United States2515 Posts
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suicideyear
Ivory Coast3016 Posts
On February 10 2016 07:56 kongoline wrote: http://www.surrenderat20.net/2016/02/29-pbe-update.html my god those are olaf tier gp nerfs literally rest in piss if these go through but i don't play gp so i dunno think 4 would be the magic number in terms of max barrels if they change the cooldowns, most gangplanks go through 3 in 1 fight | ||
Zess
Adun Toridas!9144 Posts
Insane rumble buffs | ||
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739
Bearded Elder29903 Posts
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Alaric
France45622 Posts
Sterak's combine cost feels really steep if they do it this way. | ||
Gahlo
United States35114 Posts
On February 12 2016 17:58 Alaric wrote: Uh... what's prompting all these Urgot nerfs? The passive's one is really big, the shield duration too. Sterak's combine cost feels really steep if they do it this way. They made it so that he can W while channeling R and R terrifies nontarget enemies. | ||
kongoline
6318 Posts
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VayneAuthority
United States8983 Posts
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ticklishmusic
United States15977 Posts
On February 13 2016 00:17 VayneAuthority wrote: They are speaking pretty loudly with their patches recently, they LIKE everyone being a huge damage dealer. The constant gutting of tanks and tank items is so ZZz. Used to be only Leblanc could blow up a 4 item Mundo. So they nerfed Leblanc, retooled the game and now EVERYONE can do it! | ||
Fusilero
United Kingdom50293 Posts
I understand you don't like it, but those are in fact the exact goals here. The average League of Legends player is bad at using active items. Yes, you can outplay other players by simply being better at using active items than them. However I'm of the opinion that managing a toggle it not a particularly sexy or interesting expression of skill. You can compare it to something like Zhonya's or Banner of Command and everyone can see, "Yeah, that active item usage was really important in that game." You don't get that out of Muramana, so honestly, I'm not sure it needs to require mind-share. | ||
VayneAuthority
United States8983 Posts
Toggling too hard, lets make this essence reaver version 2 except it sucks EX DEE xDDDdDD edit - wait a second are they on crack with expose weakness? That's way too strong. It needs to be deep in the tree if its gonna do that. Why would you ever take something else... | ||
nafta
Bulgaria18893 Posts
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lilwisper
United States2515 Posts
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Ansibled
United Kingdom9872 Posts
On February 17 2016 05:02 lilwisper wrote: Correct me if I am wrong but Muramana can be a pretty draining item if battles are pretty heated. Doubly so for lower ELO's because we tend to have more fights. Why wouldn't I want to toggle the item if I am trying to conserve mana for when I really need to dish out damage? The assumption is at lower elos people are incapable of using toggles and therefore this is better for them I think. | ||
iCanada
Canada10660 Posts
On February 17 2016 04:38 Fusilero wrote: http://www.surrenderat20.net/2016/02/216-pbe-update.html Show nested quote + I understand you don't like it, but those are in fact the exact goals here. The average League of Legends player is bad at using active items. Yes, you can outplay other players by simply being better at using active items than them. However I'm of the opinion that managing a toggle it not a particularly sexy or interesting expression of skill. You can compare it to something like Zhonya's or Banner of Command and everyone can see, "Yeah, that active item usage was really important in that game." You don't get that out of Muramana, so honestly, I'm not sure it needs to require mind-share. ... Wat? What a crappy design philosophy. Hell, the only reason bad players realize BoC is because it has pretty animations. Just give MM pretty animations and people will be gargling the balls of some pro who used it well within 5 minutes. Bad players don't notice good skill usage, macro and map play, or pivital gameplay mechanics unless it's expressly clear to them via fancy rewarding animations, or an LCS analyst spams it 500 times. That's why they are bad players 90% of the time. | ||
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Harem
United States11390 Posts
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p3nn
Korea (South)4 Posts
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Zess
Adun Toridas!9144 Posts
Also Alpha client preview is pretty neat for the most part, except for their detail-level typeface has horrendous readability. | ||
M2
Bulgaria4100 Posts
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Zess
Adun Toridas!9144 Posts
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739
Bearded Elder29903 Posts
On March 09 2016 08:53 M2 wrote: I was rengar one trick main until they killed him, so I moved to pantheon, then I saw that they plan to kill pantheon too so I started to practice shyvana and now I see her name here and even though there is no info yet, I bet my ass that she gets the nerf hammer and it will be hard nerf too. This time even before I start spamming the champ Hey M2, drop me an info on which champion you're about to main next so I won't play him, cause it will get nerfed in next PBE cycle probably, haha. | ||
VayneAuthority
United States8983 Posts
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suicideyear
Ivory Coast3016 Posts
On March 10 2016 01:48 Zess wrote: The shyv nerfs are fairly minor compared with jungle nidalee being removed fromthe game i have no idea why this even went on PBE there's 0% it goes live when nearly every pro jungler plays nid jungle and there's no other lane to actually want to put her in | ||
Volband
Hungary6034 Posts
I am so beyond mad that because Lulu is dominant as a top and midlaner instead of a support, they fucking nerf the base health of her ult. Lulu support is in such a nice state right now, between op and useless, but noooooo, let's give Lulu support another round of deathblows. It is so sad that one of the most fun supports to play with is now approaching it's final form, where she is outclassed by everyone, and you can't even have fun with her, because between her mana costs and now fucking joke of an ultimate (200hp until you reach lvl 11 with a support? Disgusting.), she will be everything but fun at bot lane. And I don't even care if the balance team gets busted on getting high on LSD while making these changes, the sheer fact they even considered this is just infuriating and reeks of incompetence. It's no secret I love Janna, she's my favorite champ after all, but holy shit, seeing how she has been barely touched compared to what she would "deserve" (including current PBE nerfs to her), even though she has been super strong for a very long time (long-long before pros started to play her competitively again in last season), but as soon as nerfing Lulu comes up as a topic to them, they do not hesitate at all to castrate the living shit out of support Lulu. Oh, and meanwhile Riot is trying so hard (for years now, mind you) to balance Alistar to be not THAT overpowered compared to other supports... For some reason they can stomach him being this crazy good tank-initiator, but God forbid Lulu s allowed to cast 5 abilities without running out of mana, doing any damage, or having an actual ultimate. I swear, this company is shattered to fractions. There is no other explanation how can they look like the coolest developers ever, with admirable thought-process, and then BAM, in an instant Swain and support Lulu are nerfed cuz reasons. I need a drink. | ||
ticklishmusic
United States15977 Posts
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Slusher
United States19143 Posts
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kongoline
6318 Posts
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Gahlo
United States35114 Posts
On March 11 2016 09:02 kongoline wrote: are they serious with those titanic nerfs, its only problem on champs like shyv, yi because of sated devourer, for top its just regular item most toplaners dont even buy it Actually, most bruiser tops buy it now that you can't swap Hydras. | ||
Volband
Hungary6034 Posts
On March 11 2016 08:57 Slusher wrote: Not sure why they don't just try the whimsy nerf by itsef for a cycle, whimsy soeed with high ap is what sets her apart from other enablers Or they could try and give her Q reduced damage to minions. Something brutal like 50% reduced damage to minions (and monsters?) with some (more) AP ratio nerfs should ensure that solo Lulu will never see the light of day again. Then you can give support Lulu some love without risking anything. I get that Lulu is a rather unique pick to solo lanes, but she can't be balanced without making support Lulu completely unplayable. So maybe, just maybe, they should give some love to some of the long forgotten top and midlaners, instead of abusing this poor yordle, and then everyone could be happy. | ||
Gahlo
United States35114 Posts
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Osmoses
Sweden5302 Posts
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Volband
Hungary6034 Posts
On March 11 2016 14:41 Gahlo wrote: I get that it sucks that they're nerfing the flat health on her ult and that blows for support Lulu, but I think you're being a tad dramatic about it. "I get that one o your champs will be unlayable now, and to top it all off, for all the wrong reasons, but don't be sad!" Sona with maxed W gives you an effective health between 150 and 205. (can't remember how it scales with Crescendo) Nami with maxed W heals for 185 and I won't even mention that it deals decent damage and can bounce back for either more heals or more deeps. Kayle with maxed W heals for 240 and she has an actual ultimate. Donald Trump would say "beautiful". Taric, the best and most contested support out there with maxed Q heals for 220 + have an hp scaling on a champ that goes tanky anyway. Soraka might be unfair to bring up, as healing is basically her job, but hey, there has to be some irony in that she heals exactly the same amount with maxed W as a lvl 1 Lulu ultimate, except it's on a 2 sec cd. Janna with maxed E shields for 240. One tick of her lvl 1 ultimate heals for 100 in an aoe. But here's my fucking favorite: Lulu (!!) with maxed E shields for 240. You see, these champions basic abilities outheal Lulu's ultimate in effective hp gain at worst when they reach lvl 9, whch means Lulu still needs two extra levels to get rank 2 ultimate, which takes time as support. I did not forget that WG knocks up and has a slowing aura, but it's not like most of these basic abilities don't come with their own plus. Like Janna's bonus AD or Kayle's long lasting and decent mov. speed bonus. The one edge Lulu support had over her competitors was that WG ignored grievious wounds, but ever since the completely bonkers change to how gv works, it doesn't even matter. There is absolutely no reason not to be dramatic here. Once they go through with it, it wouldn't matter anyway, as Lulu would just get an instant ticket to the waiting line for a rework in 2017. edit: And the moral of this complaint should not be that we must all feel said about Lulu. I know not many people play Lulu support nowadays, so it's understandable most of you don't give a flying fuck if Riot erases her. The thing you too should be upset about is how it's done. How is that some champions gets the graceful, slow treatment to find the perfect spot to adjust, and some just gets chopped up in the butcher table without any prior sign of even trying to make that champ fit into his/her role. | ||
nafta
Bulgaria18893 Posts
Lulu just needs xp too much and scales really well with gold (even though she is still strong without it) to be put in the support role. There is no reason to put lulu support except to take it away from the enemy team. Blows my mind alistar still exists though lol. Lulu's ult also has an aoe knockup and aoe slow after you use it how is it fair to compare the shield amount? | ||
kongoline
6318 Posts
On March 11 2016 10:29 Gahlo wrote: Show nested quote + On March 11 2016 09:02 kongoline wrote: are they serious with those titanic nerfs, its only problem on champs like shyv, yi because of sated devourer, for top its just regular item most toplaners dont even buy it Actually, most bruiser tops buy it now that you can't swap Hydras. only the ones who desperately need wave clear like fiora and trundle, that item is balanced for top laners u dont see poppy or irelia rushing it cuz "omgz its OP!!" it only becomes problematic on certain junglers because of sated and their kit. Effectively titanic adds around 80 AD to your auto attacks from on-hit passive, which is being abused by shyvana's Q, master Yi's passive and sated devourer., yet they're nerfing the AD portion? That nerf doesnt target shyvana/Yi/sated devourer junglers at all. It only nerfs bruisers. | ||
Volband
Hungary6034 Posts
On March 11 2016 19:33 nafta wrote: You are overreacting a lot. Lulu support is shit anyway so this just makes her even weaker while it is a good change for solo lane lulu. Lulu just needs xp too much and scales really well with gold (even though she is still strong without it) to be put in the support role. There is no reason to put lulu support except to take it away from the enemy team. Blows my mind alistar still exists though lol. Lulu's ult also has an aoe knockup and aoe slow after you use it how is it fair to compare the shield amount? Comparing those abilities in a vacuum is not fair, I agree, but I did not try to say those are better abilities. If I had to choose to have Nami W, Sona W, Taric Q or Lulu R on a 10 second cooldown I would go with Lulu, unless Nami's W's mana cost would be capped at 100. Then Nami W for bot lane, and 10 sec Wild Growth for mid/late game. But these are all basic abilities, which grant the same or even more effective hp than Wild Growth by (in the worst case scenario) level 9 and they are not on a ~100 sec cooldown. It is quite sad when an ultimate is only better than these basic heals and shields if you got to use it in a perfect scenario, where you get big value from the knockup and slow aura as well. And support Lulu is far from shit, not sure why you say that. She might be outclassed in a competitive setting (though she was picked in LCS as well with a good result, so there's that), but she is a perfectly fine support for solo q. Her W is like the strongest single target CC in the game on a basic ability, and her ultimate is very versatile. Lulu can adapt to fill the role of a peeler or support the frontline. She can make an initiator out of (almost) anyone, and she is capable of disengaging. Not only the initial slow on her Q is pretty filthy, so throwing a Q backwards to an entire team chasing you is pretty strong, the nerfing wave on Swifties means less people are getting it, so the value of slow is increased. Might not be as strong as a chraged up tornado, but it's instant, and can be shot from a proxy location, making catches (or disengages) from a great distance. It's true QSS makes the polymorph part of his W obsolete, but the knockup and her ult is unavoidable by anyone who wants to kill her target, and right now it packs a good amount of basic health, that support Lulu is fine without investing much in AP. Her biggest weakness is her lack of sustain in lane, and she is royally screwed if get behind. But she has a very strong early level harass, she especially fucks up melee supports, and she has a great level 6 power spike. Her lane is very easy to gank for, but not the easiest to gank to. The worst days of Lulu support was when she was gutted the first time because of solo Lulu's presence and Sona was in the meta. Lulu vs. Sona was a sad-sad lane. I mean, it still is, but people don't really play Sona. She is easily tier B (assuming tiers start with S, consisting of Alistar, and ends with D, where Taric and Zyra are looking back of old replays about games where they were relevant), and her biggest "problem" is that tier A is stuffed, because there are many good support choices nowadays, and solo Q has at least one more with Blitzcrank. Anyway, I know it's rather pointless to defend any champion who is not played 0-24 competitively (in the role we are discussing him/her), I went through the same shit last season, when I talked about how Janna needs to be nerfed, not buffed, and people were like "yeah, that's why pros don't play her bruh!!! I bet she's strong!!!". So let's make this argument easier, by shifting the discussion from whether Lulu is godawfully shit or perfectly viable, into whether Lulu is a support or a mid/toplaner. She was released as a support character, that is a fact. It also happened in the past that champions which were meant to be AP carries ended up in the support role. Riot even tried to balance them accordingly, ultimately accepting that Zyra and Annie are support characters, but eventually they killed off the former, and sent back the latter to torment the mid lane in solo Q. This season even saw tanky champions being tier A support picks, like Trundle and Nautilus, and Riot did not seem to have a problem with it. Now, let's take a look at the opposite end of the spectrum. Soraka mid lane? RIP Janna mid/top lane? RIP Alistar top lane/jungle? RIP, RIP Lulu's first rise in solo lanes? RIP Riot stated back in the day that they do not think support champions being played in soo lanes or in the jungle is healthy, and I totally agree with them. Support champions are packed with cc, heals, tankiness or utility, or even all in one (can't milk those), so if they can actually deal decent damage in top of those, that's extremely unfair. Hence, back in season God knows when, they reworked almost every single supports scalings and base values, so ensure they can still get better with items, but it's either not worth to play them on a solo lane, or they are just too weak in the early game to take on anyone in 1v1. It worked well for everyone, but Lulu. Now, here at Riot HQ, someone has to, I repeat, has to ask the question: do we want Lulu to become a solo laner, or a support champion? If they want the former, then delete her W, nerf the cc and base health on her R and there we go, Lulu is now an utility oriented AP carry. But if you want her to be a support, then give her the Janna treatment, and make Lulu's Q just as useless in a solo lane as they did with Janna's. Suddenly top and mid Lulu is completely useless on her own, and you can now focus on improving the support Lulu experience both playing with and against her. Reduce some mana costs on basic abilities, nerf the initial slow on Q from 80% and watch where it leads. Her E is kinda boring too outside of using it as a proxy for Q, so I'd probably look into that as well, maybe make her passive more interesting, and less limiting in fear of aspd on hit Lulu making a return. Right now Riot is afraid to uphold their own principle to not let support champions be viable solo laners, which was supposed to assure that metas where a Janna and a Lulu are afk pushing mid and top lane with their Qs and scaling into monstrosity while jungle Alistars ganking you from behind your tower as early as their lvl2 can not happen again. Even if support Lulu would be a Z-tier 0% win rate champion, there is simply no justification as to why beat her up even more, instead of reworking her if necessary - and before you would say a rework takes time, the infamous Lucian changes arrived in a regular PBE cycle not that long after Riot realized they can't balance him properly in his current form. And a food for thought: there's a good chance if these changes go through, even solo Lulu loses her grit in the competitive scene, which would mean all these inconsistencies and back-pedaling from Riot would result in a complete failure, where people won't even want to play Lulu anywhere at all. | ||
nafta
Bulgaria18893 Posts
How is a champion being below average make them not shit? You still can't compare an ability with aoe hard cc+cc after used to basic abilities that just shield/heal. That shit makes absolutely no fucking sense. Her w becomes a good ability after you put multiple points in it. Which on support means either you don't put points in q or you just wait infinite time to get to that point. | ||
Volband
Hungary6034 Posts
The posts I was talking about were not recent, it was around the time when solo Soraka, then Janna got nerfed, and then every support champion had their AP ratios and base damages rebalanced. That was when Janna got the bonus ad scaling on her shield for example to compensate. But even if we think logically, if a champion with a strong support kit is viable as a solo laner, that is a.) bad design and b.) not healthy. It's close to same situation when we were in a meta where tanks dealt the most damage. Makes no sense, bad design. (Orianna being the sole exception, but she's been the definition of perfect balance since season 2, and stuff like that only happens once in a lifetime) As for Lulu's strength, having stronger options does not mean she is bad. I.e. if support X is 9/10 while Lulu is 7.5/10 it should not qualify her as expendable or shit tier. Especially because such differences begin to blur in solo queue. There are challenger Shaco and Heimerdinger players, and the emphasis is on the s. When was the last time you saw them in a pro play? Leona is an extremely strong support pick across every elo, from bronze 5 to challenger. You don't see much of her in pro play either, but in soloQ she has the same pick rate as Janna (and J only has 2.5% ban rate, which is negligible). Hell, the funny thing is, Lulu is actually a decent pick vs. Leo and it's a fun matchup that can swing both ways and they pretty much scale against each other. The moment Leona gets her "let's initiate from a mile away and chain-cc this mofo" Lulu gets her "get out of jail card". Also, both are punished by not having sustain, so as I said, a fun lane. But I'm willing to bet we will never see a Lulu vs. Leona matchup any time soon in pro play, but that doesn't mean they are not decent champions. All right, do not compare abilities. Let's put it this way: support Lulu's ultimate got 33.3% weaker without any compensation whatsoever. That is brutal. People go apeshit about the Runic Echoes and Titanic Hydra nerfs, but somehow having an ultimate "heal" for 200 instead of 300 on a champion whose (supposed) main role is one where she badly starves for XP... how are you downplaying it, I'm not sure. And scaling up W is not hard at all. If you go the regular skill route, by lvl9 you have 2 points on W which means a 1.5 point and click stun in a meta where few people opt for tenacity. But one less point in Q and you have a 1.75 point and click stun by lvl 9. The slow and duration on even a lvl 4 Q is good enough, and it is early game where you need the damage badly to compensate for your lack of sustain, but you don't lose out on it since you only skip the last upgrade. But really, even at lvl 2 it's more than enough; just remember pre-minirework Taric with his stun. Fun times going up against Taric-Caitlyn or Taric-Graves. | ||
nafta
Bulgaria18893 Posts
Don't see how is leona vs lulu relevant when both champs are below average :D. I don't see why should I care if the average player goes apeshit considering my opinion of the average player ![]() Fact is lulu right now is too strong. There need to be some nerfs. I think both of them are in a good direction. Don't think they will change much for the solo lulu if I have to be completely honest but would be VERY surprised if this makes her go to below an A tier pick. As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. | ||
Ansibled
United Kingdom9872 Posts
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Slusher
United States19143 Posts
On March 12 2016 02:30 nafta wrote: Fact is lulu right now is too strong. There need to be some nerfs. I think both of them are in a good direction. Don't think they will change much for the solo lulu if I have to be completely honest but would be VERY surprised if this makes her go to below an A tier pick. As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. w change is a really big deal, like I'm not saying overnerfed because she's pretty op, but, the difference between Lulu and say Karma is how broken her w gets towards lategame. It's a good nerf, doesn't make her useless but halving the scaling on w is a really big deal. we'll never know because riot doesn't seem to understand the concept of isolating a variable, but I would imagine the ult change won't even cross people's minds compared to the w change. which is why for the support lulu players out there I would just do the w change for now and see what happens, I think you might be surprised. | ||
Goumindong
United States3529 Posts
On March 11 2016 07:40 ticklishmusic wrote: Janna has been OP since basically season 1 and has had minimal nerfs which is pretty stupid. I'm guessing basically no one on the balance team plays support. Janna is probably the most nerfed support over all seasons. I don't recall her ever getting a buff* and all of her abilities used to be a lot stronger. Shit her w used to gain 55 damage, 5% slow(4 second duration), 3% move speed, 1 second CD per level, and have a .7 ratio. *ok that is a lie there have been two(?); when they added AD scaling to her shield but they took off .2 AP scaling on the HP at the same time so and when they made her hot instant knock back instead of delayed. | ||
Volband
Hungary6034 Posts
On March 12 2016 02:30 nafta wrote: As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. How many champions do we have? ~130? There is no reason to gut a support so she can be a balanced solo laner (spoiler alert: a support champion will never be a balanced solo laner, heard it here first), when there are dozens of mid and top laners who are in line for months or even years to become relevant again. Up to this day, 2016. 03.12 Riot always made efforts to kill off any support who wandered from bot lane. Did not let any of them get away with it and Lulu should be no exception. Her kit is perfect to be a balanced support, and the only thing standing in the way of giving her QoL buffs are her AP ratios. On March 12 2016 04:46 Slusher wrote: Show nested quote + On March 12 2016 02:30 nafta wrote: Fact is lulu right now is too strong. There need to be some nerfs. I think both of them are in a good direction. Don't think they will change much for the solo lulu if I have to be completely honest but would be VERY surprised if this makes her go to below an A tier pick. As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. w change is a really big deal, like I'm not saying overnerfed because she's pretty op, but, the difference between Lulu and say Karma is how broken her w gets towards lategame. It's a good nerf, doesn't make her useless but halving the scaling on w is a really big deal. we'll never know because riot doesn't seem to understand the concept of isolating a variable, but I would imagine the ult change won't even cross people's minds compared to the w change. which is why for the support lulu players out there I would just do the w change for now and see what happens, I think you might be surprised. Exactly! Lane Lulu won't give a damn about that 100 hp, and she will get to lvl 11 oh so much faster than support Lulu, and by lvl 2 R the nerf is even less relevant. But for bot lane, where the lvl6 power spike is the 2nd most important thing after the lvl 2 power spike, it is a literal death sentence. On March 12 2016 07:31 Goumindong wrote: Show nested quote + On March 11 2016 07:40 ticklishmusic wrote: Janna has been OP since basically season 1 and has had minimal nerfs which is pretty stupid. I'm guessing basically no one on the balance team plays support. Janna is probably the most nerfed support over all seasons. I don't recall her ever getting a buff* and all of her abilities used to be a lot stronger. Shit her w used to gain 55 damage, 5% slow(4 second duration), 3% move speed, 1 second CD per level, and have a .7 ratio. *ok that is a lie there have been two(?); when they added AD scaling to her shield but they took off .2 AP scaling on the HP at the same time so and when they made her hot instant knock back instead of delayed. Aaah, season 2 when your ult knocked them back to their base and you could kill everyone in lane with W max. Good times! But I agree that she's been one of the most consistent support champions ever. She's always been a perfectly viable blind first pick. She had it the hardest in season 3 when bot lanes used to be bloodbaths. | ||
nafta
Bulgaria18893 Posts
You either accept it and play w/e you like or you pick good champions. I honestly don't see what the issue is. If riot wanted lulu to be a good support they wouldn't be doing those changes. This is even ignoring the fact that this change honestly doesn't even matter much. Her problems at support have nothing to do with how much her ult base hp is. | ||
Jek
Denmark2771 Posts
There's plenty of champions that can perform exactly what supports do once lane phase is over. Any tank that can peel/initiate and utility mages spring to mind. Gragas for instance is essentially a more flexible Leona. The issue with Lulu at her current state is she sort of make any traditional adc a hyper carry which combined with an actual hyper carry is just... A recipe for disaster. | ||
Goumindong
United States3529 Posts
On March 12 2016 18:01 Volband wrote: Show nested quote + On March 12 2016 02:30 nafta wrote: As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. How many champions do we have? ~130? There is no reason to gut a support so she can be a balanced solo laner (spoiler alert: a support champion will never be a balanced solo laner, heard it here first), when there are dozens of mid and top laners who are in line for months or even years to become relevant again. Up to this day, 2016. 03.12 Riot always made efforts to kill off any support who wandered from bot lane. Did not let any of them get away with it and Lulu should be no exception. Her kit is perfect to be a balanced support, and the only thing standing in the way of giving her QoL buffs are her AP ratios. Show nested quote + On March 12 2016 04:46 Slusher wrote: On March 12 2016 02:30 nafta wrote: Fact is lulu right now is too strong. There need to be some nerfs. I think both of them are in a good direction. Don't think they will change much for the solo lulu if I have to be completely honest but would be VERY surprised if this makes her go to below an A tier pick. As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. w change is a really big deal, like I'm not saying overnerfed because she's pretty op, but, the difference between Lulu and say Karma is how broken her w gets towards lategame. It's a good nerf, doesn't make her useless but halving the scaling on w is a really big deal. we'll never know because riot doesn't seem to understand the concept of isolating a variable, but I would imagine the ult change won't even cross people's minds compared to the w change. which is why for the support lulu players out there I would just do the w change for now and see what happens, I think you might be surprised. Exactly! Lane Lulu won't give a damn about that 100 hp, and she will get to lvl 11 oh so much faster than support Lulu, and by lvl 2 R the nerf is even less relevant. But for bot lane, where the lvl6 power spike is the 2nd most important thing after the lvl 2 power spike, it is a literal death sentence. Show nested quote + On March 12 2016 07:31 Goumindong wrote: On March 11 2016 07:40 ticklishmusic wrote: Janna has been OP since basically season 1 and has had minimal nerfs which is pretty stupid. I'm guessing basically no one on the balance team plays support. Janna is probably the most nerfed support over all seasons. I don't recall her ever getting a buff* and all of her abilities used to be a lot stronger. Shit her w used to gain 55 damage, 5% slow(4 second duration), 3% move speed, 1 second CD per level, and have a .7 ratio. *ok that is a lie there have been two(?); when they added AD scaling to her shield but they took off .2 AP scaling on the HP at the same time so and when they made her hot instant knock back instead of delayed. Aaah, season 2 when your ult knocked them back to their base and you could kill everyone in lane with W max. Good times! But I agree that she's been one of the most consistent support champions ever. She's always been a perfectly viable blind first pick. She had it the hardest in season 3 when bot lanes used to be bloodbaths. In season 3 you could w max, skip boots, and make it a bloodbath in your favor. Hardest season is probably now because poke and siege are so prominient and because the types of champions that people like picking that aren't are not peeled well by Janna. | ||
RagequitBM
Canada2270 Posts
On March 11 2016 23:48 nafta wrote: Those changes certainly will not make a close to 100% p/b champion into never picked lol. I know lulu was released with the solo intention of being a support (since I was there and playing her and that is how she was presented from riot) but why do you think riot doesn't want lulu to be a solo laner? I can't recall a single post of that nature recently. How is a champion being below average make them not shit? You still can't compare an ability with aoe hard cc+cc after used to basic abilities that just shield/heal. That shit makes absolutely no fucking sense. Her w becomes a good ability after you put multiple points in it. Which on support means either you don't put points in q or you just wait infinite time to get to that point. Actually Lulu was revealed as a jungler. Phreak said so in the spotlight | ||
Volband
Hungary6034 Posts
On March 12 2016 18:52 nafta wrote: Until we see an actual statement of riot wanting lulu to be a support and not a solo laner you are just whining a champ you like isn't good at the role you play. I would like to play jhin jungle too don't see how is it relevant. Lulu released as a support. Lulu's kit stacked with cc-s, a shield, an hp increase, a speed buff and a long range, high impact slow. Lulu's kit follows the exact same pattern Riot tried to establish with utility supports back in the day. Your argument is that Jhin jungle = Lulu support. Like, holy shit... You should've started your first post in this matter that you do not believe Lulu is a support character, and we could have saved so much time not interacting with each other, because if you fail to see even square 1, then arguing about how balanced she is, or can she be a solo laner and a support and what nerfs does she need exactly are completely irrelevant. Eventually, she's going to end up in bot lane, and bot lane only, you heard it here first. Now, I can either see the future, or has seen the same thing going down numerous times in the last ~5 years. Hell, I actually remember Alistar junglers being mad for killing him off, because he should remain viable as a jungler too - they said. I guess history does repeat itself. On March 12 2016 21:20 Jek wrote: What is the argument for supports shouldn't be able to lane (or even jungle I suppose)? I mean you even wrote that Orianna is fine because she is balanced. There's plenty of champions that can perform exactly what supports do once lane phase is over. Any tank that can peel/initiate and utility mages spring to mind. Gragas for instance is essentially a more flexible Leona. The issue with Lulu at her current state is she sort of make any traditional adc a hyper carry which combined with an actual hyper carry is just... A recipe for disaster. Good point !!BUT!! The critical words about Orianna was the once in a lifetime part. Orianna should never have been a balanced champion, let alone the pinnacle of it. Riot struck gold with her in season 2. But the thing is, there is a difference between utility carries and support champions. With Soraka you walked out to mid lane, spammed Q, pressed W, good job, you won your lane. With Janna you queued up Qs to afk farm, and in case of danger just pressed E, zoom-zoomed away with the help of W (and old passive), or used the ultimate cock-block, Monsoon. Same toxic shit as Alistar, who dealt good damage, and all of his skills were either (hard? not sure if W counts) cc or sustain, while being innately tanky. All these champions did a much better job at supporting, than Orianna for example, but we could even mention Lissandra, because in paper, she has 3 crowd control abilities as well. You can't compare Orianna's shield with a Soraka who healed a shitton, gave free armor, had a point-and-click silence and shredded MR. Full AP Janna's shield was one of the saddest things in the game, and she was still capable of being a peel god if needed to be. Solo Lulu right now shares everything with her support brethren who once run amok as solo laners. She is an incredibly safe laner. She has very high range poke and waveclear. She has all the tools to survive a gank or walk out free from any assassin, but on the other hand, she's one of the easiest laners to gank to. Stun, (long range) slow, knockup, whatever you want. And in top of that, she gets to deal actual, relevant damage. Solo Lulu, just like every single support champion who were solo laners (or jungler) in their heydays are incredibly one dimensional, not fun to watch, not fun to play against, and overall, an error in the Matrix. If you want to balance solo Lulu, then give back LB and Talon their silences and give a stun to Zed. Hell, overload everyone's kit! Even if Kog would be disabled, it's still the season of marksmen, so Lulu would be a great choice to "average" adcs as well. On March 13 2016 04:13 Goumindong wrote: Show nested quote + On March 12 2016 18:01 Volband wrote: On March 12 2016 02:30 nafta wrote: As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. How many champions do we have? ~130? There is no reason to gut a support so she can be a balanced solo laner (spoiler alert: a support champion will never be a balanced solo laner, heard it here first), when there are dozens of mid and top laners who are in line for months or even years to become relevant again. Up to this day, 2016. 03.12 Riot always made efforts to kill off any support who wandered from bot lane. Did not let any of them get away with it and Lulu should be no exception. Her kit is perfect to be a balanced support, and the only thing standing in the way of giving her QoL buffs are her AP ratios. On March 12 2016 04:46 Slusher wrote: On March 12 2016 02:30 nafta wrote: Fact is lulu right now is too strong. There need to be some nerfs. I think both of them are in a good direction. Don't think they will change much for the solo lulu if I have to be completely honest but would be VERY surprised if this makes her go to below an A tier pick. As for support I honestly don't really care. In my eyes she hasn't been a competitive support for a while and there is no reason to send her there if you can send her in a solo lane. w change is a really big deal, like I'm not saying overnerfed because she's pretty op, but, the difference between Lulu and say Karma is how broken her w gets towards lategame. It's a good nerf, doesn't make her useless but halving the scaling on w is a really big deal. we'll never know because riot doesn't seem to understand the concept of isolating a variable, but I would imagine the ult change won't even cross people's minds compared to the w change. which is why for the support lulu players out there I would just do the w change for now and see what happens, I think you might be surprised. Exactly! Lane Lulu won't give a damn about that 100 hp, and she will get to lvl 11 oh so much faster than support Lulu, and by lvl 2 R the nerf is even less relevant. But for bot lane, where the lvl6 power spike is the 2nd most important thing after the lvl 2 power spike, it is a literal death sentence. On March 12 2016 07:31 Goumindong wrote: On March 11 2016 07:40 ticklishmusic wrote: Janna has been OP since basically season 1 and has had minimal nerfs which is pretty stupid. I'm guessing basically no one on the balance team plays support. Janna is probably the most nerfed support over all seasons. I don't recall her ever getting a buff* and all of her abilities used to be a lot stronger. Shit her w used to gain 55 damage, 5% slow(4 second duration), 3% move speed, 1 second CD per level, and have a .7 ratio. *ok that is a lie there have been two(?); when they added AD scaling to her shield but they took off .2 AP scaling on the HP at the same time so and when they made her hot instant knock back instead of delayed. Aaah, season 2 when your ult knocked them back to their base and you could kill everyone in lane with W max. Good times! But I agree that she's been one of the most consistent support champions ever. She's always been a perfectly viable blind first pick. She had it the hardest in season 3 when bot lanes used to be bloodbaths. In season 3 you could w max, skip boots, and make it a bloodbath in your favor. Hardest season is probably now because poke and siege are so prominient and because the types of champions that people like picking that aren't are not peeled well by Janna. I wouldn't say so. Janna got no love in s3 and she constantly went up against the likes of Zyra or Annie. Maybe even adcs brought ignite, can't remember if it was S2 or S3. But this season is hardly the worst for her. I believe it's actually among the bests. Not only it's a marksmen meta and ding-ding, the queen of peel is Janna, her ratio reworks last season made her scaling really good. She is stil a beast versus most assassins (fuck fizz...) and she is much more capable of handling herself in lane than in previous seasons. Hell, most of her arch enemies are actually gone from bot lane. Staring down a Thresh, Braum or Soraka is still much better than getting rekt by Sonas or one of the most fun lanes of all time, the perfectly balanced Lulu-Caitlyn shitfest. Even with the coming (well-deserved) nerfs, she should be fine to keep her A tier, even in soloQ. Hell, as long as marksmen are as strong as they are now, I don't even see a way of her to fall out of meta currently. | ||
nafta
Bulgaria18893 Posts
Orianna is also a champion with a supportive kit that sucks dick at playing the support position. Dunno what is so complicated about the idea that unless we see an actual post from riot about where and what they want lulu to be we have to assume in their eyes she is a solo laner first considering the changes. It was pretty much a meme that phreak jungled everything in the spotlight so it doesn't really matter ![]() | ||
Volband
Hungary6034 Posts
On March 13 2016 23:34 nafta wrote: Clearly saying I think lulu sucks at the support position means she isn't a supportive champion. Nice logic there Sherlock. Zyra was released as a mid laner but moved to support. Just because a champion is released and riot think they should be played in some specific role doesn't mean it is their best one. Orianna is also a champion with a supportive kit that sucks dick at playing the support position. Dunno what is so complicated about the idea that unless we see an actual post from riot about where and what they want lulu to be we have to assume in their eyes she is a solo laner first considering the changes. Whether she sucks now at bot lane should be irrelevant. I strongly disagree with it, but let's say she does; almost every support (hell, every champion) went through a phase when they sucked. The cycle of being P/B worthy then never played happened numerous times (ask Corki, Ryze, or Alistar and Sona for supports). But - for various periods of time - they always returned to bot lane, even Taric had a small resurgence back in the day. Name me one support champion (=released with the intention to be played as a support champion at bot lane) which Riot allowed to be a solo laner or jungler. One. Ever. To help you out, you can't. There are marksmen turned into top/mid laners or junglers (Quinn, Varus, Graves), junglers turned into top laners (Hecarim), ap carries turned into junglers (Gragas), top laners turned into junglers (Shen), mages turned into supports (Zyra), tanks turned into supports (Shen, Trundle), so basically (with the exception of marksmen support I guess) every role had champions which eventually crossed over and Riot supported the idea or even rebalanced the champion so it would fit into their new role, but never ever did they let a support to get away with leaving bot lane. And I am not talking about a small sample size, it's started since S2 at least. And we should differentiate the word utility and support. Orianna is a utility AP carry, Ashe is a utility AD carry, Janna is a (peeler, disengage) support, Alistar is a (tanky, hard engage, peeler, sustain) support, Lulu is a (peeler, soft engage, disengage) support. I used the term utility support, to differentiate between the likes of Blitzcrank and Nami, but technically every support is a utility one, so the only time we should say utility support is when we compare two supports to eachother. The reason you don't see Orianna or Lissandra at bot lane, because they are the worst of both worlds. They lack the proper sustain and range to be among Tier S-B supports, but they also lack the raw damage (and again, range) which other mage supports, like Brand or Vel'Koz can bring to the table. Lulu support outdamages, outsustains and outranges both of them (Liss has an okay all-in after lvl 6, she has that one thing going for her), and let us not even compare the peel power of these three, Lulu shits on them (at bot lane) big time, and as I said, I consider her tier B in an average game. The conclusion here is that aside from maybe some cheesy strats, supports top every other champion in utility - that's the trade-off for lacking in damage later on. Lulu's kit is overloaded because she has all the cc and shield/heal you'd expect from a support champion AND damage. You either rework her with less and weaker cc (as I said, polymorph from W have to go, it has no place on an AP carry, not even on a utility one, unless it's tied with her ultimate somehow), or nerf the shit out of her AP ratios. | ||
Jek
Denmark2771 Posts
On March 13 2016 23:34 nafta wrote: It was pretty much a meme that phreak jungled everything in the spotlight so it doesn't really matter ![]() Lulu was actually a surprisingly good jungler back then, with a certain amount of attack speed runes the Pix bolts would keep the camp re-aggroing making her only take a single attack from a small monster - from level 2 she took zero damage from camps thanks to her shield. Played her quite often in jungle after the support buff patch. ![]() On March 13 2016 23:23 Volband wrote: Good point !!BUT!! The critical words about Orianna was the once in a lifetime part. Orianna should never have been a balanced champion, let alone the pinnacle of it. Riot struck gold with her in season 2. But the thing is, there is a difference between utility carries and support champions. With Soraka you walked out to mid lane, spammed Q, pressed W, good job, you won your lane. With Janna you queued up Qs to afk farm, and in case of danger just pressed E, zoom-zoomed away with the help of W (and old passive), or used the ultimate cock-block, Monsoon. Same toxic shit as Alistar, who dealt good damage, and all of his skills were either (hard? not sure if W counts) cc or sustain, while being innately tanky. All these champions did a much better job at supporting, than Orianna for example, but we could even mention Lissandra, because in paper, she has 3 crowd control abilities as well. You can't compare Orianna's shield with a Soraka who healed a shitton, gave free armor, had a point-and-click silence and shredded MR. Full AP Janna's shield was one of the saddest things in the game, and she was still capable of being a peel god if needed to be. Solo Lulu right now shares everything with her support brethren who once run amok as solo laners. She is an incredibly safe laner. She has very high range poke and waveclear. She has all the tools to survive a gank or walk out free from any assassin, but on the other hand, she's one of the easiest laners to gank to. Stun, (long range) slow, knockup, whatever you want. And in top of that, she gets to deal actual, relevant damage. Solo Lulu, just like every single support champion who were solo laners (or jungler) in their heydays are incredibly one dimensional, not fun to watch, not fun to play against, and overall, an error in the Matrix. If you want to balance solo Lulu, then give back LB and Talon their silences and give a stun to Zed. Hell, overload everyone's kit! Even if Kog would be disabled, it's still the season of marksmen, so Lulu would be a great choice to "average" adcs as well. Good points. But I feel it's mostly the kit on the 'support' champions that define whether or not it's acceptable they can solo lane, a farmed Janna with high enough ratios/base - God bless her old level 5 wave clear with 2 Doran Rings - for instance would be a million times more toxic (right term?) than Lulu. In my opinion. That being said you bring a very good point on some sololane supports can make for incredible boring gameplay - top Taric against 3x AD, 4x AD is just "gg no-re" if game goes long enough, for instance (I think any ARAM player can testify to how insane a farmed Taric is), would make for an afk farm fest until he can fight 1v5 for three hours and a half. I think they went the wrong way about on the Lulu nerfs and would have much rather seen her ultimates (and shield too) changes be a slight reduction on ratios instead of the base - and Whimsey the other way around, it's honestly too flexible. The proposed changes the W doesn't really matter that much with the diminishing returns on movement speed. I found the old support Lulu very interesting, and wouldn't mind her being viable in both roles - but then again I'm a bit silly since I would love to see Thresh as an "ok" toplaner (of course not S-tier), tho I doubt that'd be possible to balance. | ||
Volband
Hungary6034 Posts
On March 14 2016 01:59 Jek wrote: Show nested quote + On March 13 2016 23:23 Volband wrote: Good point !!BUT!! The critical words about Orianna was the once in a lifetime part. Orianna should never have been a balanced champion, let alone the pinnacle of it. Riot struck gold with her in season 2. But the thing is, there is a difference between utility carries and support champions. With Soraka you walked out to mid lane, spammed Q, pressed W, good job, you won your lane. With Janna you queued up Qs to afk farm, and in case of danger just pressed E, zoom-zoomed away with the help of W (and old passive), or used the ultimate cock-block, Monsoon. Same toxic shit as Alistar, who dealt good damage, and all of his skills were either (hard? not sure if W counts) cc or sustain, while being innately tanky. All these champions did a much better job at supporting, than Orianna for example, but we could even mention Lissandra, because in paper, she has 3 crowd control abilities as well. You can't compare Orianna's shield with a Soraka who healed a shitton, gave free armor, had a point-and-click silence and shredded MR. Full AP Janna's shield was one of the saddest things in the game, and she was still capable of being a peel god if needed to be. Solo Lulu right now shares everything with her support brethren who once run amok as solo laners. She is an incredibly safe laner. She has very high range poke and waveclear. She has all the tools to survive a gank or walk out free from any assassin, but on the other hand, she's one of the easiest laners to gank to. Stun, (long range) slow, knockup, whatever you want. And in top of that, she gets to deal actual, relevant damage. Solo Lulu, just like every single support champion who were solo laners (or jungler) in their heydays are incredibly one dimensional, not fun to watch, not fun to play against, and overall, an error in the Matrix. If you want to balance solo Lulu, then give back LB and Talon their silences and give a stun to Zed. Hell, overload everyone's kit! Even if Kog would be disabled, it's still the season of marksmen, so Lulu would be a great choice to "average" adcs as well. Good points. But I feel it's mostly the kit on the 'support' champions that define whether or not it's acceptable they can solo lane, a farmed Janna with high enough ratios/base - God bless her old level 5 wave clear with 2 Doran Rings - for instance would be a million times more toxic (right term?) than Lulu. In my opinion. That being said you bring a very good point on some sololane supports can make for incredible boring gameplay - top Taric against 3x AD, 4x AD is just "gg no-re" if game goes long enough, for instance (I think any ARAM player can testify to how insane a farmed Taric is), would make for an afk farm fest until he can fight 1v5 for three hours and a half. I think they went the wrong way about on the Lulu nerfs and would have much rather seen her ultimates (and shield too) changes be a slight reduction on ratios instead of the base - and Whimsey the other way around, it's honestly too flexible. The proposed changes the W doesn't really matter that much with the diminishing returns on movement speed. I found the old support Lulu very interesting, and wouldn't mind her being viable in both roles - but then again I'm a bit silly since I would love to see Thresh as an "ok" toplaner (of course not S-tier), tho I doubt that'd be possible to balance. Absolutely, we can make a chart of how strong each broken champion was, and there would be a significant power difference between the strongest and the weakest, even though the weakest are still shitting on the rest of the champion pool. Imo the worst offender in "support goes on a journey elsewhere) was jungle Alistar. That moment when he flashed over the wraith walls to me at lvl 2, under my fucking turret, Pulverized me, Headbutted to his midlaner, and he walked out alive till causes me sleepless nights. Ali jungle was stupidly op. Lulu (after her initial solo laner nerfs) is definitely not as destructive as Ali (top or jungle, both were cancerous, really) or Janna, or at least she's not nearly as flashy. I don't know how other mobas handle supports, but Riot proved many times that in LoL a support is only healthy to the game if it remains one, at bot lane. Balancing some champions can be tricky. Kassadin and Ryze are fine examples of champions with a seemingly unbalanceable kit (though they did an OK job with Kass, but that was a looooooooong process), but we have other unique champions like Bard or Thresh where balance is tricky, because you just can't put a price tag on some of their spells. Like, how strong is Bard exactly? The first thing to do when answering this question is comparing him to other champions in his role, but you just can't. I mean, you can start it, but then you arrive it to his magical journey and ultimate and suddenly we are in theory land. You see, Lulu has no such problem. Lulu is your by the book squishy utility support from the factory. Soraka, Janna, Sona, Nami; they all follow, or at least followed the same pattern. They all evolved from the same idea, and most of their skills are the same thing just re-imagined a bit. It's enough for just one of them to be a meta support and you can have a good idea how to try to make the others up to pair with her (damn, all of them are grills!). Lulu support is not a hard champion to balance; none of these, bar Soraka. Or, let me rephrase it: it's extremely easy to make them viable at all ranks in soloQ; guaranteeing they will see play in pro play is entirely different; as I said, Leona is a beast in soloq, but pros rarely use her. Hell, before solo Lulu started to fuck support Lulu over, she was a great introductory champion for someone who wished to master supporting. You did not need to be a beast to do work with her, hell, if you were not confident in your skillshot capabilities, you could even max E back in the day. On the other hand, she had a high skillcap thanks to the nature of basically all her spells. Decisions, decisions, decisions everywhere! And last, but not least, she was insanely fun! Nowadays, she is much more unforgiving and if the ult nerfs come through then the only reason to pick her as support will be that either you just love Lulu, so you go with her to bronze 5 if needed to be, or the enemy runs some mean assassin/melee heavy comp and Janna is not available. You just know that 200+ hp gonna fuck Zed up so much!! Back to my point: Lulu would be easy to balance as a support, and as we can see (and will see), impossible to do so as a solo laner. Trust me, with her current kit, there will be never a time, when people will just pick Lulu occasionally. She's either P/B, sometimes slipping through games without picked or banned, because certain team comps might not need her, OR she will be never played. The only other champion recently who has risen to competitive level with an overloaded kit such as Lulu's is a (hold your breath people) tank champion which has been to bot lane many times as a (hold it!!)... support! The name is Nautilus and Riot needed only one PBE cycle to tone him back where he needed to be: his damage. Isn't it surprising how sometimes Riot understands balance and what does the term "champion kit" means and makes efforts to cut off the sore thumb as soon as possible, while other times they just press the randomized panic button which results in the most random ass and senseless nerfs (or buffs) ever? | ||
Osmoses
Sweden5302 Posts
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lilwisper
United States2515 Posts
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Osmoses
Sweden5302 Posts
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Gahlo
United States35114 Posts
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Alaric
France45622 Posts
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Osmoses
Sweden5302 Posts
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nafta
Bulgaria18893 Posts
Why does it have to be mechanical horror? It is just a skin. | ||
Osmoses
Sweden5302 Posts
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nafta
Bulgaria18893 Posts
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Osmoses
Sweden5302 Posts
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nafta
Bulgaria18893 Posts
I am a dick though no argument there. | ||
Osmoses
Sweden5302 Posts
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nafta
Bulgaria18893 Posts
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Slusher
United States19143 Posts
Rammus becomes a counterpickable top and they just nerf him?? ok | ||
Gahlo
United States35114 Posts
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kongoline
6318 Posts
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Slusher
United States19143 Posts
bad balance imo | ||
Osmoses
Sweden5302 Posts
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kongoline
6318 Posts
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Osmoses
Sweden5302 Posts
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Goumindong
United States3529 Posts
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kongoline
6318 Posts
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Osmoses
Sweden5302 Posts
And now we have a new patch on the PBE. Speaking of Poppy and her stupid damage, there it goes! | ||
Gahlo
United States35114 Posts
On March 24 2016 04:05 Slusher wrote: it just really bothers me, guy goes unplayed, resurfaces as a situational counter pick, and they nerf him. bad balance imo The only reason he wasn't nerfed before is because he wasn't massively picked. Riot has a track record of letting poorly balanced things be when they aren't popular. | ||
kongoline
6318 Posts
lmao that tiny ahri buff, still its so unbelievable how riot is so biased towards certain champions | ||
Seuss
United States10536 Posts
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VayneAuthority
United States8983 Posts
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Goumindong
United States3529 Posts
On March 24 2016 06:47 Osmoses wrote: God no, I'd take Fiora over Riven any day. And now we have a new patch on the PBE. Speaking of Poppy and her stupid damage, there it goes! Riven is non-linear and highly dependent on making plays. She scales up only if she wins lane. And even if she wins lane she can lose game to a tank due to team composition issues. Her problem has always been that many champions in top lane are extremely linear and uni-directional. They have ways in, but they do not have ways out, and their way in is in a straight line and its also their way out if they have it. Champions like this have very binary win conditions. Either they go in and then they're stronger and they win. Or they go in and they're weaker and they lose. Champions like this, as tanks, have purpose, because they are there to have their team behind them. Once a linear champion wins against another linear champion they win forever. They were already stronger and they got stronger again. Non-linear champions are not locked into this play pattern. They can outplay others and they can be outplayed. This is a very good thing. Fiora, with her non-targeted dash and invulnerability is pretty good on this point. But she is still, more or less, a bundle of stats compared to riven. | ||
kongoline
6318 Posts
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Gahlo
United States35114 Posts
On March 25 2016 06:09 kongoline wrote: i've seen riven get shit on in lane still come back later, in fact i used to main olaf s5 played vs plenty of riven who had 0 idea how to play vs me and get dominated in lane still managed to roam with their superior mobility/no mana combined with burst and cc lock potential which lets her to make plays better than most champions, eventually item scaling makes her win vs me no matter how hard i was ahead s5 and s6 Riven are very different things. | ||
Alaric
France45622 Posts
Actually the resistances bonus on his dash is basically "Look, either you dodge a skillshot, and it doesn't do much, or it's point'n'click and then 0K, it's good and you take less damage." Geez. | ||
Goumindong
United States3529 Posts
On March 25 2016 06:09 kongoline wrote: i've seen riven get shit on in lane still come back later, in fact i used to main olaf s5 played vs plenty of riven who had 0 idea how to play vs me and get dominated in lane still managed to roam with their superior mobility/no mana combined with burst and cc lock potential which lets her to make plays better than most champions, eventually item scaling makes her win vs me no matter how hard i was ahead Well riven is a non-linaer champion, so she has that ability to make plays when she is behind. Olaf is a linear champion. Once he has lost he has lost forever. Against another linear champion, if he wins, he wins forever. For melee champions i prefer non-linear design, because it makes it more fun to play with and against (though i am pretty sure i am terrible at riven). With Olaf its just "oh he is ahead and he ulted and now i lose because there is nothing i can do". And its the same kind of way with most melee champions like that. With riven i can time an exhaust, an interrupt, a silence. I can body block, predict her movements, etc etc. And for that i think she is one of the best developed "melee carries". Along with Zed, Fizz, and to a lesser extent, Yasuo and Ekko. I wouldn't be opposed to giving her a resource if that was necessary, but the overall play structure is good. | ||
Ansibled
United Kingdom9872 Posts
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Gahlo
United States35114 Posts
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Caiada
United States3052 Posts
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ticklishmusic
United States15977 Posts
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GrandInquisitor
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New York City13113 Posts
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Goumindong
United States3529 Posts
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Gahlo
United States35114 Posts
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Seuss
United States10536 Posts
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JimmiC
Canada22817 Posts
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GrandInquisitor
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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? | ||
Zess
Adun Toridas!9144 Posts
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Slusher
United States19143 Posts
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kongoline
6318 Posts
zyra's butt got censored :D | ||
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GrandInquisitor
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New York City13113 Posts
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Slusher
United States19143 Posts
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Harem
United States11390 Posts
On April 20 2016 05:59 GrandInquisitor wrote: Devourer gone from the game (!!!) They just moved it to rageblade. ![]() | ||
Ansibled
United Kingdom9872 Posts
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Slusher
United States19143 Posts
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nafta
Bulgaria18893 Posts
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Ansibled
United Kingdom9872 Posts
http://boards.na.leagueoflegends.com/en/c/developer-corner/jun5Iyp4-general-changes-to-objectives-for-mid-season They really shouldn't go through with the timer thign. | ||
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GrandInquisitor
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New York City13113 Posts
On April 20 2016 06:01 Harem wrote: 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. On April 20 2016 06:19 Ansibled wrote: This is actually straight up terrible. http://boards.na.leagueoflegends.com/en/c/developer-corner/jun5Iyp4-general-changes-to-objectives-for-mid-season They really shouldn't go through with the timer thign. 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. | ||
Cyraknoss
United States26 Posts
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. | ||
Ansibled
United Kingdom9872 Posts
lol. | ||
Gahlo
United States35114 Posts
inb4 Voidlings do reduced damage to monsters. On April 20 2016 04:59 kongoline wrote: https://3.bp.blogspot.com/-iKw8taLVt-Q/VxaLCciBpDI/AAAAAAAA584/9VjE7fQANE4l6RJmPBHnkLxlF0-srfx-gCLcB/s1600/zyra.jpg zyra's butt got censored :D Gone without a Trace. | ||
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Harem
United States11390 Posts
QSS only removes crowd control debuffs now Z U C K F E D | ||
Gahlo
United States35114 Posts
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Alaric
France45622 Posts
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
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New York City13113 Posts
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. | ||
Slusher
United States19143 Posts
I think we can agree the ladder is unneeded at this time. | ||
Gahlo
United States35114 Posts
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kongoline
6318 Posts
they really want everyone buying GA meta to be back | ||
lilwisper
United States2515 Posts
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GrandInquisitor
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Gahlo
United States35114 Posts
On April 27 2016 04:41 GrandInquisitor wrote: It's a pretty cool new direction of art for them. I wonder if it's something they'll continue to explore. It's "X game that came out that's really popular, let's make some skins that resemble the art style." Dark Souls edition. | ||
Slusher
United States19143 Posts
On April 27 2016 05:08 Gahlo wrote: Show nested quote + On April 27 2016 04:41 GrandInquisitor wrote: It's a pretty cool new direction of art for them. I wonder if it's something they'll continue to explore. It's "X game that came out that's really popular, let's make some skins that resemble the art style." Darkest dungeon edition. Fixed, i mean singed is literally a plague doctor Obligitory Darkest Dungeon is a fun game you should check it out if you haven't already. | ||
iCanada
Canada10660 Posts
E makes her friggen unkillable with 45% CDR and tanky items. She gets the rocket jump belt to engage, flat 40% damage reduction for 3 seconds out of every 5.5 seconds, and them stuns. Basically Maokai but you stun their whole team. | ||
Bladeorade
United States1898 Posts
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VayneAuthority
United States8983 Posts
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Gahlo
United States35114 Posts
On April 28 2016 22:25 Bladeorade wrote: Tank Annie top lane? I mean, she still has 3 pure damage spells. An AoE stun is not like Maokai. Where do you get 40% damage reduction? I believe he is misremembering the resists on Molten Shield. | ||
iCanada
Canada10660 Posts
Molten Shield (E): Duration reduced to 3 seconds from 5 seconds No longer grants Armor/MR Now reduces damage by 16/22/28/34/40% No longer speeds up Tibbers (moved to R passive) EDIT: Can anyone with PBE access confirm this? Because like... 40% damage reduction is pretty much the best Defensive steroid in the game. Aside from perhaps Kench's Kit. | ||
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GrandInquisitor
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New York City13113 Posts
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VayneAuthority
United States8983 Posts
Otherwise won't matter, you won't get it until lvl 18. but sacrificing some burst for a lot of survivability as a top lane annie is an interesting thought. | ||
Jek
Denmark2771 Posts
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JimmiC
Canada22817 Posts
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iCanada
Canada10660 Posts
On April 30 2016 00:16 GrandInquisitor wrote: Well it's only 3 seconds. And I can think of quite a few better defensive steroids - Alistar's Unbreakable Will, Braum's Unbreakable, Garen's Courage, Rammus's Defensive Ball Curl. Though it's true that this is probably the best defensive steroid on a ranged champ? I'll concede alistar ult, but I think Annie E is flat out better than Rammus W at most points in the game, except perhaps very early where just having more armor might get you more damage reduction than stacking early E and like 50 armor... that being said once ADC has %pen Annie E is way stronger than Rammus W. Annie E will also work on magic damage. Garen W I think is debatable and without doing the math I assume at some point Annie E over takes it. If I recall correctly it's 30% at level 5 with like 80 resists? I think being able to pump out multiple AoE stuns in a teamfight is huuge. Traditionally Annie isn't really able to do that because of her lack of survivability, she'd have to blow her load then leave. But full tank Annie with this E could load up and either AoE stun or single target stun every 4 seconds basically. I think that's plenty utility, and I think her base damage is high enough that you'd be a threat. I certainly wouldn't want to be tp flanked by an unlikable Annie stunbot. I'm not saying it's good, just saying that it seems to me like there is potential there. Certainly I think full tank Annie has more utility than full tank alkali. You also probably bully a lot of lanes top quite hard. | ||
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GrandInquisitor
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New York City13113 Posts
That being said tank Annie has been played before already, so this only makes it even better. Maybe Iceborn Gauntlet, for the CDR + slow from her very long-range autos? Does Tibbers proc Iceborn? | ||
iCanada
Canada10660 Posts
On May 01 2016 02:32 GrandInquisitor wrote: To be clear - Rammus W also works on magic damage. Braum's W is 40% reduction for 4s; Garen W is 30% reduction for 6s (and it's 30% at level 1). I think the new Annie E just doesn't last that long for it to be as game-changing as you suggest it to be. That being said tank Annie has been played before already, so this only makes it even better. Maybe Iceborn Gauntlet, for the CDR + slow from her very long-range autos? Does Tibbers proc Iceborn? Not sure. I am intrigued in the very least. I think Annie with Ice-born suddenly provides a ton of utility. | ||
Jek
Denmark2771 Posts
- could be interesting, but kinda broken on other champions and for c l a r i t y I dont think Tibbers would be unique in this regard. Wouldn't Rylai's be better than Iceborn since it adds quite some damage, HP scale really well with %-reduction and the perma slow from Tibbers aura (which do work). You can already get a bunch of easy cdr from Ionia's (core for flash reduction on her anyway imo) and the billion new AP CDR items. | ||
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GrandInquisitor
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New York City13113 Posts
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iCanada
Canada10660 Posts
On May 02 2016 18:55 Jek wrote: Pretty sure Tibbers wouldn't apply Iceborn, it'd imply it would trigger Lichbane too and that instaburst would be rather silly. Considering Yorick, Heimerdinger and Malzahars minions (at least now) doesn't trigger any Sheen items too, I'd say no. On-hit minions on any would be rather silly tbh, Nash/Wit's End Heimerdinger? - could be interesting, but kinda broken on other champions and for c l a r i t y I dont think Tibbers would be unique in this regard. Wouldn't Rylai's be better than Iceborn since it adds quite some damage, HP scale really well with %-reduction and the perma slow from Tibbers aura (which do work). You can already get a bunch of easy cdr from Ionia's (core for flash reduction on her anyway imo) and the billion new AP CDR items. That being said, I believe Shaco clone procs almost all on hits except Sheen effects. Tibbers is probably the same way. I bet Tibbers AoE procs Rylais regardless though. EDIT: I'm with GI, not sure on CDR, but you definitely want to have if maxed ASAP. Protobelt is 10%, Masteries is 5%, runes you could feasibly get 10% (although, not if you laning vs an AP). 10% from ionion, then you still need 20%. Icebound makes you hit that right away, otherwise you'd need a Morello's / Athenes / or some combination of items. Zhonya's + Abyssal would get you there, but I think you want to have 40% before that for teamfights. I'd prolly rush Protobelt > Boots > IBG. Unless they real magic heavy, then you prolly want Abyssal instead of IBG? I think it would depend on game and if you fed. | ||
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GrandInquisitor
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New York City13113 Posts
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Radoq
1809 Posts
For me they should just rework passive or small rework her because this is like with old veigar that had mana passive and then they didnt know how to work around that passive. | ||
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GrandInquisitor
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New York City13113 Posts
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Nemireck
Canada1875 Posts
On August 24 2016 07:09 GrandInquisitor wrote: No one uses this thread any more, which is a real shame. I couldn't find it for the last month or two, even with a keyword search. Must have been good and buried. Given the lack of discussion in general on the PBE, kinda feel like the "Latest Changes" link should just be included in the main patch discussion OP. | ||
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Harem
United States11390 Posts
yay finally reverting the W change to syndra from the update and giving her some true damage on W so MR stack isnt as problematic as it is for her currently | ||
Alaric
France45622 Posts
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GrandInquisitor
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New York City13113 Posts
Personally I'm more surprised they didn't just give her MR shred on Q/W or something like that. | ||
iCanada
Canada10660 Posts
On December 09 2016 00:23 GrandInquisitor wrote: I don't think it'd be a trend for burst mages - Syndra is uniquely hurt by MR amongst all burst mages, because I can't think of another champ at the moment whose burst is affected multiple times by resistances. Maybe Zed? Ha, just imagine the Reddit salt if one day a nerfed Zed gets compensatory true damage. Personally I'm more surprised they didn't just give her MR shred on Q/W or something like that. Perhaps I'm being deft, but how does syndras burst get effected multiple times by resist? She isn't hit by the cube of Damage Reduction is she? | ||
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GrandInquisitor
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New York City13113 Posts
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Harem
United States11390 Posts
Rend (E) : Passive no longer deactivates when E is on CD, Minimum units killed for for mana cost refund lowered to 1 from 2. so who missed seeing kalista in competitive? | ||
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