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I would love better tier 3 boots choices.
As is we've got:
Alacrity (boring)
Furor (same thing as alacrity IMO, choice isn't meaningful)
Distortion (probably the next choice for an OP upgrade. It's Nerfed a little bit on pbe)
Captain (only going to be usable on certain champions, but for those champions captain vs distortion might be a balanced choice I hope I hope)
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If you want to nerf teleport but not have an abitrary homeguard at 20 mins then just make teleport not work with homeguard. Problem solved, make me lead designer.
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Both Triforce and BotRK are made worse, so it hurts some bruisers too (well Triforce loses AP, MS and AS for Crit% aand CDR, and costs more, no very bruiser-like). FH gets nerfed more and more, and Locket only gives a 10 MR aura now. Doesn't seem like it'd be really worth it...
I'd get Alacrity over Furor on champions with whom I want to reach the enemy or stay out of range (like Darius or Viktor) rather than chase them by autoing them constantly (Marskmen and Jax... ?), it's not that clear cut like you say.
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On October 30 2015 20:20 Osmoses wrote: If you want to nerf teleport but not have an abitrary homeguard at 20 mins then just make teleport not work with homeguard. Problem solved, make me lead designer.
This was honestly what I thought they'd do. The arbitrary homeguard fits with the random direction they going with the game. Making it more arcadey. Rift herald is the same sort of thing. They want the game to be more along the lines of HotS in it's arcade like rpg nature. Makes sense when you look at how their champion design pushes "minigames" in the kit, now they deciding to put that design into the game as a whole. If they keep at this I wouldn't be surprised if we didn't get special jungle mobs that drop collectibles you use to do other stuff like time buff towers or something.
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On October 30 2015 18:03 M2 wrote: if they do this for the homeguards, then Flash needs similar attention too - either removed or given for free, this will make the choice of summoners so much wider This would add an extra button to press so I'm pretty sure it never happens, lol.
On October 30 2015 15:57 Harem wrote:also since i havent seen it posted here yet, the new jungle item replacing poachers (also purple smite is gone now) screencast.com So sad, rip my purple smite on everyone strategy.
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Purple smite allowed too many champs ini the jungle. We can't allow such pesky things like jungle diversity get in the way of our pre-defined, sanctioned and approved plans for which champion goes where!
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That's dumb celial.
Purple smite was useless and also boring. See: any conversation Scip and I have been in about purple smite in the last six months.
I'm glad riot finally realized that there was no reason to have it in the game.
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Watching stonewall play jungle graves looks so bad + Show Spoiler +. How can you lane with him at all now? Actually what does he even do now. How can you skirmish with 3 hits attacks then reload. I'm so confused.
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On October 30 2015 21:07 Ketara wrote: That's dumb celial.
Purple smite was useless and also boring. See: any conversation Scip and I have been in about purple smite in the last six months.
I'm glad riot finally realized that there was no reason to have it in the game. The item has positive soloqueue stats and is commonly used in professional play, so I'm not sure how it can be called useless, but I guess this isn't really the right place for this.
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On October 30 2015 21:13 Numy wrote:Watching stonewall play jungle graves looks so bad + Show Spoiler +https://www.youtube.com/watch?v=-x1jhfRdpUA . How can you lane with him at all now? Actually what does he even do now. How can you skirmish with 3 hits attacks then reload. I'm so confused.
Having messed around with him I actually think the design has a lot going for it. It's very different from what AD players are probably used to, but as far as kit designs go all the pieces work together to make something that might actually be OP.
His shotgun is a little confusing at first, but it's actually versatile and powerful. If you pump all four bullets into a single target you're doing 150%-220% damage, meaning after your initial three attacks you're already pretty far ahead damage-wise. Hitting multiple targets is fine too, since each target will take the full first bullet damage. IIRC you'll also reload while CC'd, so really reloading is only a problem if you're careless.
Q makes up for Grave's range by giving him an easy tool for killing caster minions. By rank 3 this will one shot all three of them if positioned properly, allowing you easy cleanup on the melee minions. It's equally devastating if you land the second wave of damage on an enemy champion, meaning Graves is exceptionally dangerous with a CC support or around terrain.
W is basically the same, which is to say it's still incredibly powerful if used correctly.
E is ridiculous. 10-30 Armor/MR doesn't seem like much, but the buff refreshes when attacking anything that isn't a minion. Moreover, the cooldown is reduced by 0.5s per bullet. With crit boosting the number of bullets to 8-10, you can stack True Grit surprisingly fast. Contesting objectives gets a lot harder when the enemy AD carry has 60-120 additional Armor/MR.
R is still R. Blow shit up.
Basically Graves is pretty cool and will actually probably get nerfed.
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How do you play it now? Is it more like a very short ranged bruiser? I'm just trying to figure out how on earth you use him. Like how do you last hit and not get punished super hard when you go for the reload or in fights what do you do exactly. Did you try it still in dual lane or in a solo lane?
The concept of changing how attack work sounds cool but at the same time rather terrifying.
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Just the fact that theres an adc with a cone as his basic attack sold me, gonna start maining him, no matter how shitty it is in practice.
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On October 30 2015 22:49 Numy wrote: How do you play it now? Is it more like a very short ranged bruiser? I'm just trying to figure out how on earth you use him. Like how do you last hit and not get punished super hard when you go for the reload or in fights what do you do exactly. Did you try it still in dual lane or in a solo lane?
The concept of changing how attack work sounds cool but at the same time rather terrifying.
His range is still 425, so it's short but it's not that short. Moreover you don't have to fire both shells to reload, if you fire one and then hang around (i.e. typical last hitting) you'll still reload the other. As such you'll have at least one shell almost all the time, and often two shells.
It plays out like Leona/Corki used to way back when. You get a support who can lock down a target and when they do you immediately hit Q and go in. Q->3*Autos is a crapton of damage, and you're tankier than your opponent. Positioning is critical since you can't shoot through targets, but as with Leona/Corki if you're the one starting the skirmish you basically win it by default.
Reloading seems scary/awful because it's easier to notice the reload than its benefits. Doing 2x damage when you are attacking while having a clear break to reposition/use abilities ends up being much stronger than it looks.
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On October 30 2015 23:12 Seuss wrote:Show nested quote +On October 30 2015 22:49 Numy wrote: How do you play it now? Is it more like a very short ranged bruiser? I'm just trying to figure out how on earth you use him. Like how do you last hit and not get punished super hard when you go for the reload or in fights what do you do exactly. Did you try it still in dual lane or in a solo lane?
The concept of changing how attack work sounds cool but at the same time rather terrifying. His range is still 425, so it's short but it's not that short. Moreover you don't have to fire both shells to reload, if you fire one and then hang around (i.e. typical last hitting) you'll still reload the other. As such you'll have at least one shell almost all the time, and often two shells. It plays out like Leona/Corki used to way back when. You get a support who can lock down a target and when they do you immediately hit Q and go in. Q->3*Autos is a crapton of damage, and you're tankier than your opponent. Positioning is critical since you can't shoot through targets, but as with Leona/Corki if you're the one starting the skirmish you basically win it by default. Reloading seems scary/awful because it's easier to notice the reload than its benefits. Doing 2x damage when you are attacking while having a clear break to reposition/use abilities ends up being much stronger than it looks. 425 is something I would consider that short for an adc, but maybe he just gets overpowered stats.
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His base AD is actually nerfed at level 18 (106 instead of 110) but he gets like 8 more at level 1, he also gains MR per level which is a big thing (True Grit never mattered against burst champions, especially frontloaded, as you'd have between 3 and 9 more in your resistances by the end of the combo), and his base MS is moved up to 345 (the highest possible is 355 for Yi/Pantheon, 345 is top 35% of champions and almost no ranged one has it).
I expect him to get shat on by Ashe, Caitlyn and maybe Varus though, because it's already hard to get in range of them, you'd also have to get in reduced range of them to hit several bullets and actually get ahead. Atm you can burn Quickdraw to get in range in range for Q and start autoing using the AS buff, but with the rework you're better off autoing first, then using the positioning/aa reset/shell to extend your trade/burst, than walk back while reloading (stonewall's video made me cringe, he'd wait to reload then press E, wasting a ton of dps). He knocks non-champions (or maybe non-pets too?) back when they get it by multiple bullets. To help kite the jungle I assume.
They say they want Q to be used as a way to deal with people running away from you, but it seems easy enough to sidestep, at least on the return trip, it doesn't extend far to the sides, and apparently it always goes max range, you can't send the shell on the ground closer to you to choose where the "T" goes? If you fire it into a wall, do you only get the explosion there, or does the line back to casting point still ignite? And the ignition goes back to casting point rather than Graves himself, right?
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Q always goes max range, the return line on Q instantly ignites if you hit terrain, and the return line is based on casting point. Stonewall actually flubs this at the start of his video.
Caitlyn is probably a problem, but I'm much less concerned about Ashe/Varus. They don't have repositioning tools so if you close the gap they can't do much about it. However, as long as you have a support with a good CC you're fine, the threat of a full damage Q on a stun is pretty huge.
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Also nice to have an adc that Morde does not necessarily wanna melee.
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Is it possible for Graves to have more than 2 ammo markers? I seem to remember seeing something where he had 4 of them but I don't see anything in his kit that would mention it scaling up with level.
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When I first read the changes 2 days ago I felt a bit sad for AD assassins since last whisper wouldn't do anything against the targets they want to assassinate.
Until this morning I realized there is a mastery giving 3(!) arpen per level. With arpen marks/quints and ghostblade you get 94 armor penetration. No adc has over 94 armor at level 18 with base stats and 9 armor from runes. Being able to deal true damage to any adc all game long (unless they get GA) with only one item feels really strong on paper.
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