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[Patch 5.24] League of Legends General Discussion - Page 28

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M2
Profile Joined December 2002
Bulgaria4132 Posts
Last Edited: 2016-01-11 09:05:17
January 11 2016 09:04 GMT
#541
guys tomorrow is the new patch and half of the things you teach this guy are no longer applicable, not as much at least

http://www.surrenderat20.net/p/61-pbe-cycle.html#balance
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2016-01-11 10:11:09
January 11 2016 09:56 GMT
#542
Well Rengar will still be a design monstruosity and Tahm Kench broken by design.
People will still take TDL since it doesn't get nerfed to the ground and Precision alone would justify it over most stuff from the left tree, even post-nerf.
I don't think the advice on Kindred or Quinn are affected either since neither them nor their items are targeted by the patch?

If you want to point out a strong champ that's gonna be nerfed, look at Trundle. Not that he's dead now I think, but snowballing with a longer ult cd is harder (20s is a lot early on if you look at it in a "20 more seconds to spend in lane before the all-in" and adding all the death timer+walking back to lane time) and Chomp not working on towers greatly reduces his ability to push (more or less depending if "doesn't work on towers" means it doesn't deal bonus damage and go on cd, or that he doesn't even get the bonus AD) since he's very bad at clearing waves to begin with.
The Pillar nerf is probably hurting support Trundle more (which is a shame, his kit is the kind of non-streamlined stuff that makes inventive picks work, and I think Riot should be happier to see Trundle support than Lulu being a very strong solo laner for example).

TDL is absurd, but not as noticeable in the late game (after you generally get some MR, also HP from levels) as it is during laning imo. When every trade starts doing 60 HP more when you've only got ~700, you just die a lot faster, especially botlane.
MF's nerf for example still lets E trigger TDL in around a second (iirc it ticks on cast then every 0.5s?) and force a trade off the slow and her passive MS, so she's still going to be very strong I think, although you'll stop maxing E all the way (it was already ridiculously strong pre-rework during laning due to the base damage, but with her being so unpopular you wouldn't know about it).

I went "wat" yesterday when a Poppy with Warrior and BC (and no stacks on me, nor ArPen runes) did 254 damage with only the first part of her Q. I was low so executioner factored in, and Brand with ~2k HP and ~80 armour at that point.
I mean the whole "spammable 12% max HP" is obviously overtuned, but I didn't do the math on a single half of the ability, where 6% max HP actually beats the base damage differential (160 vs most abilities which hover around 240) as soon as you build an HP item (or have a naturally high pool).
Cant take LMS hipsters serious.
M2
Profile Joined December 2002
Bulgaria4132 Posts
January 11 2016 13:23 GMT
#543
Since you rose the Rengar question, even I as a rengar main think that he needs to be tuned a bit. My opinion though is that his damage should not be touched, since, its the only thing he has, however, the ability to apply this damage so easily can be reduced. For example I would take out the invisibility part of his ulti and compensate with more movement speed and/or bigger jump, so he still can smell/sense isolated targets hidden behind walls and bushes, he can still cross big distances to reach them, he can still probably jump on them most of the times, but they will have the time to prepare and react. So he will become like any other assassin who has to trick/outplay his way to the back lines
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
January 11 2016 13:25 GMT
#544
On January 11 2016 22:23 M2 wrote:
Since you rose the Rengar question, even I as a rengar main think that he needs to be tuned a bit. My opinion though is that his damage should not be touched, since, its the only thing he has, however, the ability to apply this damage so easily can be reduced. For example I would take out the invisibility part of his ulti and compensate with more movement speed and/or bigger jump, so he still can smell/sense isolated targets hidden behind walls and bushes, he can still cross big distances to reach them, he can still probably jump on them most of the times, but they will have the time to prepare and react. So he will become like any other assassin who has to trick/outplay his way to the back lines


If they want stealth burst then they need to put in items that deal with stealth. They haven't done that and keep refusing to do so. The champion should be completely changed then as he'll always be a binary problem unless that happens.
M2
Profile Joined December 2002
Bulgaria4132 Posts
Last Edited: 2016-01-11 13:54:30
January 11 2016 13:50 GMT
#545
On January 11 2016 22:25 Numy wrote:
Show nested quote +
On January 11 2016 22:23 M2 wrote:
Since you rose the Rengar question, even I as a rengar main think that he needs to be tuned a bit. My opinion though is that his damage should not be touched, since, its the only thing he has, however, the ability to apply this damage so easily can be reduced. For example I would take out the invisibility part of his ulti and compensate with more movement speed and/or bigger jump, so he still can smell/sense isolated targets hidden behind walls and bushes, he can still cross big distances to reach them, he can still probably jump on them most of the times, but they will have the time to prepare and react. So he will become like any other assassin who has to trick/outplay his way to the back lines


If they want stealth burst then they need to put in items that deal with stealth. They haven't done that and keep refusing to do so. The champion should be completely changed then as he'll always be a binary problem unless that happens.

Yeah, somehow I meant the same thing. Overall, Rengar as it is now can be countered by many champs and compositions, so naturally his win rate is all right like 51% or something, however, his gameplay is really out of the league scope somehow, can't even explain it. So exchanging invisibility with other steroids like movement speed should make him adjustable.
Another thing that can easily fix his and for that matter many other problematic champs gameplay will be the infamous voice communication, when you communicate slower (typing) than a champ abilities to make his moves is completely different from making teammates aware in under a second.

I personally experienced this many times playing ranked 5s, I can easily say when the other 5s have voice communication and when not. I am platinum and managed to abuse diamonds many times when they had no voice and often found very hard to find easy preys vs golds when they obviously communicated my map movements
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
Alaric
Profile Joined November 2009
France45622 Posts
January 11 2016 14:20 GMT
#546
I'm not sure it changes much. Kha'Zix would jump at people with his E when he was broken, and would get the EWQ-aa-Tiamat burst (maybe less, depends on your accuracy and speed because of his range) that would kill the target in less than a second. His W was specifically nerfed to not be castable during his jump because of this.

When Rengar jumps on someone, they die in less than a second. Even if you made his ult MS-based rather than invisibility-based, if he jumps at somebody from outside vision (bush, over a wall, long range flash+jump), he'll just kill them the same way.
Now you're going to tell me that a fed LB or Katarina does the same, and that Anivia, Syndra, etc. even have cc and more range to make such an instakill happen. That's true, but either it requires the champion to be really fed, or the champion is problematic itself (hello Anivia's point'n'click numbers) so giving Rengar parity with them isn't a good solution for the game.

Moreover, for reasons pertaining to bruisers, an armour+AD/AS item doesn't exist, so while you can try and lessen the threat from LB with a Banshee's Veil or MoM for example, or a Mercurial Scimitar against Syndra, you forfeit a slot to a purely defensive item against a physical damage dealer like Rengar. And with the way he is, even Randuin's (on paper the single highest physical EHP item) isn't enough to survive if Rengar ults at you. And if you have to commit 2 defensive items before lategame just to survive him, the other team's marksman is going to plow through yours in comparison.
Even for AP cores building Zhonya's, you'll usually take the damage from his leap before you trigger the stasis, which is easily between a third and half of your HP (more if he gets a crit), and you're a sitting duck for any long range finisher or if Rengar doesn't die by the time the stasis wears off.

Ideally, assassins should take longer to kill their targets. I preferred when for example Talon had his silence, because it didn't make him so weak against Ahri or LB (unless he can 100-0 them without taking the time for additional autos, and that case isn't desirable either), but it also meant that if your target had allies nearby, they could help instead, so the onus would be on you to find alone time with a squishy, either because there are no other enemies close, because they're distracted, or because they already spent their cooldowns, so you wouldn't be disturbed for the few seconds you need to do your job.
Of course it's made a lot harder by the small map (and lanes) and the way teams group later on...
Cant take LMS hipsters serious.
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2016-01-11 14:35:40
January 11 2016 14:35 GMT
#547
That's just not true. If rengar's ult wasn't invisibility based he wouldn't do shit in fights.

Not to mention how much easier 1v1s would be. They need to bring back red trinket. Dunno who the fuck decided it shouldnt reveal champs.
M2
Profile Joined December 2002
Bulgaria4132 Posts
Last Edited: 2016-01-11 14:46:53
January 11 2016 14:44 GMT
#548
Alaric

what you say is true by itself, however, if assassin such as rengar needs more time to kill he will become obsolete in most cases, I mean he has nothing else going on for him. Thats why I thought that taking out his invisibility should be good enough, because when he can find a target isolated it will be there own mistake and it will surely happen several times per game, nevertheless he won;t be able to do the same when the other team plays correctly enough, unless rengar;s team does not find a way to force them to make such mistakes. So rengar will either need team support and right compositions to be viable or dumb enemies. I personally dont approve balancing the game around retardness. The main issue now is that Rengar in a team of no feeding ass fools can always be oppressive and it almost does not matter what enemies do. If he is not a lot behind or if his team is not feeding like crazy everywhere, good rengar can always do his job regardless and this is not fine.
However, one shoting someone behind a wall in a second or two, deep in their territories when they have real means to track you down is not a champion design flaw anymore IMO
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
January 11 2016 14:46 GMT
#549
Trundle nerfs make me saaaad
(╯°□°)╯︵ ┻━┻
M2
Profile Joined December 2002
Bulgaria4132 Posts
Last Edited: 2016-01-11 14:50:23
January 11 2016 14:50 GMT
#550
On January 11 2016 23:35 nafta wrote:
That's just not true. If rengar's ult wasn't invisibility based he wouldn't do shit in fights.

Not to mention how much easier 1v1s would be. They need to bring back red trinket. Dunno who the fuck decided it shouldnt reveal champs.

I don't think red trinked ever did something meaningful against Rengar. Sure there were cases where it worked but they were really few, It helped a lot with any other invisible champ, but Rengar you have to track before he is in red trinked range, because he will already jump on his target if he reached so close
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
VayneAuthority
Profile Joined October 2012
United States8983 Posts
January 11 2016 14:50 GMT
#551
I suggested this change on the forums and it got l a good amount of upvotes and it makes sense within riot's balance scheme.

Why is there not a global noise for rengar's "growl" when he actives his stealth for ult? he moves so fast with it + ghostblade once he gets it that it obviously wouldnt kill him, but at the same time you can't just activate your ult behind bot/mid tower repeatedly and pick up free uncounterable kills. There would be some level of planning and brainpower required to play him.

Pretty much every other ridiculous "global" spell besides shen ult has some sort of pre-cursor to it, why rengar's gives zero warning i have no idea.

This keeps his damage intact as well, I can't see any other way to nerf him that doesnt involve his damage.
I come in for the scraps
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2016-01-11 14:53:47
January 11 2016 14:53 GMT
#552
On January 11 2016 23:35 nafta wrote:
That's just not true. If rengar's ult wasn't invisibility based he wouldn't do shit in fights.

Not to mention how much easier 1v1s would be. They need to bring back red trinket. Dunno who the fuck decided it shouldnt reveal champs.


I find it ironic that Rengar stealths and gains true sight.

Clearly the counter to Rengar is another Rengar.
(╯°□°)╯︵ ┻━┻
M2
Profile Joined December 2002
Bulgaria4132 Posts
January 11 2016 14:57 GMT
#553
On January 11 2016 23:50 VayneAuthority wrote:
I suggested this change on the forums and it got l a good amount of upvotes and it makes sense within riot's balance scheme.

Why is there not a global noise for rengar's "growl" when he actives his stealth for ult? he moves so fast with it + ghostblade once he gets it that it obviously wouldnt kill him, but at the same time you can't just activate your ult behind bot/mid tower repeatedly and pick up free uncounterable kills. There would be some level of planning and brainpower required to play him.

Pretty much every other ridiculous "global" spell besides shen ult has some sort of pre-cursor to it, why rengar's gives zero warning i have no idea.

This keeps his damage intact as well, I can't see any other way to nerf him that doesnt involve his damage.

I thought about such solution, it will work but it will take big part of his identity/gameplay feel. Rengar will be never able to gank someone close to turret, he won't be able to run through whole enemy jungle to get someone separated in the enemy territories and he should be able to do this I think, otherwise, he will become just too straight and depraved from any tricky things in his gameplay. He should be traceable but when the enemies put some effort in it, not effortless like you suggest IMO
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2016-01-11 15:04:01
January 11 2016 15:03 GMT
#554
On January 11 2016 23:50 M2 wrote:
Show nested quote +
On January 11 2016 23:35 nafta wrote:
That's just not true. If rengar's ult wasn't invisibility based he wouldn't do shit in fights.

Not to mention how much easier 1v1s would be. They need to bring back red trinket. Dunno who the fuck decided it shouldnt reveal champs.

I don't think red trinked ever did something meaningful against Rengar. Sure there were cases where it worked but they were really few, It helped a lot with any other invisible champ, but Rengar you have to track before he is in red trinked range, because he will already jump on his target if he reached so close

It did a lot of work vs rengar. It doesn't work only if he gets lulu w/zilean speed or some shit.

Considering how broken trundle is the nerfs aren't even much at all.
Alaric
Profile Joined November 2009
France45622 Posts
January 11 2016 15:12 GMT
#555
He'll still stay as strong in lane and in teamfights, but it'll be harder for him to snowball off a lead (like when they upped Riven's ult cd from 75s (!) or made it so a killing blow from Darius' ult gave a temporary window to recast and not a full cd refund), and to keep splitpushing if he's ahead (he won't kill towers nearly as fast with 40 less AD, half the aa resets and no bonus damage on turrets).

I wouldn't be too worried about Trundle anyway because his strength has always been more dictated by the meta than his own inherent power. Which is actually the mark of a good kit!
Cant take LMS hipsters serious.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2016-01-11 15:21:59
January 11 2016 15:21 GMT
#556
Pretty much agree with Alaric on the snowballing bit. I don't think he loses a significant amount of power though. Buffing the mana cost on E by 15 does next to nothing, by the time you start spamming it you have enough mana/mana5 for it not to matter. Buffing the CD might have been the better way to go here IMO.

The Q nerf honestly isn't that big. You can bite a minion to get your bonus AD (I'd like to see the duration nerfed a bit or something instead so you don't have a perma BF sword essentially). I usually build IBG on Trundle, but either way with your Sheen item you still kill turrets very fast when you've got Q buff, Sheen procs and W atkspd up. I'd ballpark this slows down your tower killing by... 10-20%? not too significant either way.

The ult nerfs make sense though. I've been a little annoyed I can't get really sick ults off because there are never any real tanks in my games to drain.

Maybe in combination everything is okay even if individually the nerfs are a little confusing to me.
(╯°□°)╯︵ ┻━┻
Alaric
Profile Joined November 2009
France45622 Posts
January 11 2016 16:47 GMT
#557
Re: TDL (in the leaked patch notes):
While Thunderlord's Decree is the go-to mastery when you're looking to dominate your lane, we're leaving it as-is for a few reasons. First, we're looking to it as a 'goalpost' from which we balance the other keystones around. It's something you can easily play around, has a good amount of impact, and synergizes well with certain champion kits. Additionally, we're avoiding playing 'whack-a-mole' with the Keystones (ie: just nerfing whichever is best at any given moment). By recognizing TD's strength and matching others to it, we build a better ecosystem for Keystones where you're free to adapt your builds, rather than just playing champions that abuse the best mastery.


As much as I can see the "no whack-a-mole" pros, and it's something they've been criticised for a lot, the whole "TDL is easily played around" bit as a reason to keep it miffs me a bit. As is, it's actually warping, since if your longer ranged opponent gets a single hit on you you're not going to trade back, you'll just hav to zone yourself until the debuff disappears, or zig-zag their skillshots, because otherwise you're just giving them a big burst for free.
It also means pot shots and harass is less significant since you get so much more for triggering TDL, but the timer for its stacks also makes these champs capable of very long range pot shots able to choose whether they want to try and damage you, or just throw something at random and if it hits, cool, now they're passively zoning.

I think it's their rule of 3 for their minigames: it's too easy to trigger something this way. If you'd rather have the DoT mastery for poke and stuff, then why not make TDL harder to trigger, so you actually have to commit to get that burst of damage? Especially for mages, they're gonna have to do a bit of autoattacking to get it off-and if you want your mastery to impact laning first, then needing to auto to complement your combo is actually something you're more likely to do in lane than during a teamfight where it may compromise your positioning.
Cant take LMS hipsters serious.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2016-01-11 17:29:39
January 11 2016 17:28 GMT
#558
There's so many ways to get the 3 hits off that it's just a little ridiculous. But on the other hand if Riot wants to make masteries impactful (I can agree with that design philosophy instead of nerfing whatever sticks out), they need to hurry up and buff the other ones and make the defensive ones have significantly more oomph as well.

I remember yesterday our MF had something like 600+ damage on her Q poke midgame with TDL + Energized. She wasn't even that fed.
(╯°□°)╯︵ ┻━┻
Kinie
Profile Joined December 2011
United States3106 Posts
January 11 2016 17:55 GMT
#559
To me, the fact that TDL triggers on 3 hits from either AAs or abilities is what makes it so strong. If it just triggered off AAs then it wouldn't be as OP and you wouldn't have people like MF or Lucian proccing it in .5s, leaving you basically no time to react to eating approx. 200-600 damage in the lane phase, depending upon items and level of course.

But if it triggered off AAs only then you'd need to increase the damage scaling from it most likely, and even then I don't think most ADCs would pick it and instead go 18/12 and grab Fervor (if the buffs go through on it) or the Deathfire one.
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2016-01-11 17:58:08
January 11 2016 17:56 GMT
#560
Not sure if I would touch Rengar damage. I feel like making Sterak's and Deadman's plate a more attractive option for ADC's might be the better route to take.
On January 12 2016 02:55 Kinie wrote:
To me, the fact that TDL triggers on 3 hits from either AAs or abilities is what makes it so strong. If it just triggered off AAs then it wouldn't be as OP and you wouldn't have people like MF or Lucian proccing it in .5s, leaving you basically no time to react to eating approx. 200-600 damage in the lane phase, depending upon items and level of course.

But if it triggered off AAs only then you'd need to increase the damage scaling from it most likely, and even then I don't think most ADCs would pick it and instead go 18/12 and grab Fervor (if the buffs go through on it) or the Deathfire one.

Make it a 4-5 hit, increase damage scale.
liftlift > tsm
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