Does anybody know if other globals like GP
Global version of Make It Rain. Needs nerf.
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dnastyx
United States2707 Posts
Does anybody know if other globals like GP Global version of Make It Rain. Needs nerf. | ||
SQWKZ
Finland720 Posts
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Zato-1
Chile4253 Posts
On May 04 2011 00:47 Mogwai wrote: + Show Spoiler + On May 03 2011 09:33 LoCicero wrote: Hey, what do you guys think about these changes to Panth I suggested in the council forums? + Show Spoiler + Hello all, I think it's probably safe to say that we are all on a similar page with Pantheon. He's weak, with no roll in a competitive team because TF fills his role better. Pantheon's early game has been repeatedly nerfed. He is a mere shadow of his former self. While I understand the reasoning behind this, it still makes me sad to see one of the strongest early game champions get hit so hard with the nerfstick, especially when I hear things from Riot that really don't make sense to me. Things I've heard: * The issue is his global ult + CC. If this truly was the main issue then why does TF still have a global ult and a stun? * He's just not fun to lane against. Has anyone laned against Urgot? He presses E and then does 2/3 of your life for free. If you're a melee champ against him you've lost (maybe with the exception of Morde). * He does too much damage. Yes, because if he doesn't do a significant amount of damage he is useless. He really has almost zero utility later on in the game in teamfights. The changes that have taken place have moved him from a viable pick to a bad version of Twisted Fate. Here is the thing about Pantheon, either he kills you, or he dies, there really isn't much middle ground with him. He has no escape mechanism, and after all the changes he doesn't even have the damage to 1v1 people anymore. Late in the game he falls apart because he has 2 moves that have no utility, only damage. Heartseeker is at no point worth using in the game because it's too unreliable and does very little damage and isn't worth putting points into because of this. Maxing his Spear Shot is still the only way to really effectively play him, and he's just worse than he was pre-season 1. So here are the issues: * Global Ult * Stun * A lot of Damage With his skill set now he is mediocre up to 30 min and relatively weak after. Here are some proposed changes * Q: Leave this as it is for now. * W: Convert the stun to a silence and convert this move to physical damage with a small damage ratio. This means that when Panth jumps on people they can still cast most summoners (except flash) and simply run away. For instance, you jump on someone, and they simply ghost away, or exhaust you and run, etc... The silence duration might want to be changed to 1 second at lvl 1 to make this stronger early on in the game. The change to physical damage means that it actually does significant damage at early levels with armor pen runes. So now with the change to heartseeker (weaker early game because he has no stun) his Aegis at least will make up for the damage lost. * E: Allow E to apply on-hit effects for each hit. This is the biggest change, and in my mind the most versatile. This change allows Panth to itemize differently depending on who he is facing. Tiamat for big AoE teamfight heartseeker damage, Frozen Mallet/Phage for keeping people in your heartseeker after you silence them, BlackCleaver for big AoE armor reduction, wit's end for big AoE mana burn, Madred's for big %Magic Damage against a team. Imagine Jungle Pantheon with this change, he would be a very strong jungler. Grab Lizard and gank with the slow + silence combo, or big lifesteal with bloodthirster. I really feel that this change would make Pantheon way more itemize-able for the end game and gives him a pretty unique skill. Again, it is still a 2.5 second channeling move. Numbers may need to be changed but overall this would be a very fun change in my eyes. * R: Leave how it is for now, I know you guys want globals to be nerfed so of course I assume this will be changed soon anyway. With these changes his W-E combo only becomes potent as he gets items, but it should hopefully become quite strong later on in the game as Panth gets big on-hit effect items. Note: This might require some testing to see just how effective certain items are on Panth with these changes. I could see some items just being too strong on him (bloodthirster lifesteal possibly being too strong, madred's making his heartseeker do too much damage, etc.). I love you Loci, but they're not well thought out changes. 100% guaranteed that HSS with on-hit procs is broken, no way around it. The way a cone AoE that applies on hit effects synergizes with certain items makes it so that the numbers would have to be balanced around Pantheon building Black Cleaver + Tiamat + bloodthirster every game. And balancing it around those items makes it suck without them, makes it suck early, yadda yadda yadda, I'm 100% convinced it can't work. Maybe this is a slippery slope argument from me, but every time I imagine a rework involving this change I know it's just introducing a brand new balancing nightmare that puts Pantheon right back on track he's been on his whole life (OP -> balanced (HSS does nothing) -> OP -> UP). Uhg, I could write more here about my thoughts, but I've already written so much, so I'll just link you to all the threads I've made on Pantheon since the last round of nerfs: http://www.leagueoflegends.com/board/showthread.php?t=518381 http://www.leagueoflegends.com/board/showthread.php?t=640498 http://www.leagueoflegends.com/board/showthread.php?t=664767 And just for the sake of thoroughness, everyone has their Pantheon timelines wrong. Pre-Season 1, Pantheon was considered imbalanced and HSS hit like a truck. This goes all the way back to his release (though it took people awhile to realize it). After Season 1 was released Pantheon was balanced (HSS was nerfed into the ground with the patch that came with Season 1's release). Enough forum QQ about Pantheon being either UP or uninspired led Riot to rebuff HSS, which immediately made Pantheon OP again which led to a giant string of nerfs that took Pantheon to his worst spot ever (now, he's clearly UP now, see 3rd post on this page: http://www.leagueoflegends.com/board/showthread.php?t=518381&page=14). ...and to take things further, Morello is currently in charge on the Pantheon remake and his step 1 is to make the ult non-global. He has allowed for no back-and-forth on this issue and I cannot use any reasoning to make him change Pantheon in any way until they make the ult non-global. So while your effort is admirable Loci, you'd be spending your time in a more productive manner watching paint dry than trying to convince Morello that his ult is not the problem. /bitteroldmanrant I have to side with Mogwai on this- a cone attack proc'ing Tiamat does not seem like the right way to go about anything (I'm less bothered by BC -armor procs because Corki does pretty much just that with his E, and can move while doing it). Dark Wind and Brand's ult hit harder when there are 2 targets right next to each other than when there's only a single target, but that's pretty much the entire gimmick of the abilities and the damage is just spread out more evenly if there's more than 2 targets; a Tiamat-proc'ing cone ability would deal more damage to each target for every additional target in the area, and I don't think instagibbing the enemy team because you happened to catch them all together is good for the champion or the game (6k gold spent on tiamats would make each target take 100% damage, plus 150% additional damage for every other target in the AoE, or 700% damage each for a full team)- and if the ability did NOT deal ludicrous damage under those circumstances, then it would be comically UP when dealing just 100% damage. | ||
Mogwai
United States13274 Posts
2nd post in this thread is awesome and everyone should +1 it. | ||
Slayer91
Ireland23335 Posts
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Mogwai
United States13274 Posts
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Southlight
United States11761 Posts
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Mogwai
United States13274 Posts
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Southlight
United States11761 Posts
On July 05 2011 23:44 Mogwai wrote: I'm not saying I never lost bot lane with Pantheon, I'm saying that I haven't lost a game while going bot lane pantheon. besides, I blame that lost lane squarely on you for not being brave enough to tank the tower for me to dive =P. | ||
Mogwai
United States13274 Posts
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[Agony]x90
United States853 Posts
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Southlight
United States11761 Posts
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Mogwai
United States13274 Posts
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Southlight
United States11761 Posts
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Two_DoWn
United States13684 Posts
On July 06 2011 00:18 Southlight wrote: Karth and Soraka's ults are fine, to an extent so is GP's. It's mostly the mobility afforded by Panth/TF/Shen that requires rework, because so far they've only fixed it by nerfing Panth and Shen to oblivion. I believe they have said its only teleports they are worried about. And besides, the only real global ult at that point would be GP's, which is fine since its tiny and only really good for the slow when you gank out of the jungle anyway. | ||
Mogwai
United States13274 Posts
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Southlight
United States11761 Posts
On July 06 2011 00:26 Mogwai wrote: he mostly requires finesse early game. late game his optimal play is "suicide into middle of enemy team, then spam shit," which personally I really really hate. he also kills Baron way too fast. but this is the Pantheon thread, so let's talk about how much of a fucking joke Pantheon's W is. It's seriously so bad that it completely boggles my mind. I've stopped leveling it out of pure spite and also because tickling massive creepwaves to death with my tickleseeker strike seems important to playing the split pushing role. I still can't really wrap my head around what they were thinking when they took that massive dump on his stun =\. Re: optimal play on Karth, it's mostly the same with other AP carries tbh. You spam shit and hope the AoE/damage is high enough. Re: w IMO they wanted to stop the stunlock for HSS, so that it's avoidable instead of being a full combo. | ||
Two_DoWn
United States13684 Posts
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Mogwai
United States13274 Posts
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Southlight
United States11761 Posts
Here's a hero that has a global teleport, tower diving capability (via passive) as well as tower harassment capability (via passive) which is pretty significant, and has one of the biggest 123 combos in the game. So they tried to nerf him by crippling his 123 burst, but fiddling with the damage numbers wasn't enough as he still had the sustain (via passive etc) to just repeat the combo, leading to people dying in 2-3 combos. So then they finally tried to axe his combo altogether by nerfing the big nuke, but realized it terrible (tickleseeker), so they shifted stuff around by juggling with Q and E, but ended up still having this global teleport with 2-second point-and-click stun and significant kerchunk via Q+AA. So they axed the stun so that he's a global teleport that can't really stun. But gave him back some of his burst. /shrug That global, man. | ||
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