And the kills to transform Wriggle's into Flare start from Machete so it's not that long to obtain. Something like 10 minutes maybe?
[Patch 4.5] Rune Rework General Discussion - Page 2
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Alaric
France45622 Posts
And the kills to transform Wriggle's into Flare start from Machete so it's not that long to obtain. Something like 10 minutes maybe? | ||
Eppa!
Sweden4641 Posts
Realistically who would buy wriggles? Like Xin, Rango and Yi maybe? | ||
thenexusp
United States3721 Posts
On April 03 2014 08:00 GolemMadness wrote: The more I think about it, the dumber this heal change is. It directly counters ignite, can be used on an ally as well, which makes it two times more effective, AND gives movement speed? Why would you ever get ignite now? Or, why would you get barrier? 25 more effective health that only lasts 2 seconds vs 30% movement speed and a heal on an ally as well? This just makes no sense. - Old heal applied to all allies in range, new heal only applies to two (yourself and one other) - It wasn't clear from the patch notes but in previous posts they made it clear that the healing debuff removal happens AFTER the heal, so the healing debuff still applies to the amount healed by Heal. - new heal still looks bonkers | ||
silencefc
United States875 Posts
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Nos-
Canada12016 Posts
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cLutZ
United States19565 Posts
On April 03 2014 07:41 onlywonderboy wrote: That's kind of my point. I don't think it's really that great of an item and the goal it's trying to accomplish is pretty bad. We got carry Junglers, they are just bitter it didn't happen to mean the same thing as they intended. Two things: 1. Im not sure they know what they wanted. 2. The jungle is still stupid because they didn't diversify it, just changed what was fotm. | ||
GolemMadness
Canada11044 Posts
On April 03 2014 08:03 thenexusp wrote: - Old heal applied to all allies in range, new heal only applies to two (yourself and one other) - It wasn't clear from the patch notes but in previous posts they made it clear that the healing debuff removal happens AFTER the heal, so the healing debuff still applies to the amount healed by Heal. - new heal still looks bonkers Ok, that makes more sense then. I was under the impression that it healed for the full amount if ignite was applied. | ||
Ketara
United States15065 Posts
On April 03 2014 08:03 thenexusp wrote: - Old heal applied to all allies in range, new heal only applies to two (yourself and one other) - It wasn't clear from the patch notes but in previous posts they made it clear that the healing debuff removal happens AFTER the heal, so the healing debuff still applies to the amount healed by Heal. - new heal still looks bonkers I don't think the new heal looks particularly bonkers. It doesn't counter Ignite because (by the patch notes) the heal debuff is removed after the healing, and it doesn't remove Ignites damage. It still doesn't block as much damage as Barrier and still has a higher cooldown. It likely doesn't block as much damage as the new Exhaust. 100ish healing early game (if they aren't Ignited) vs. 30% aspd and 50% damage reduction for 2.5 seconds? I think most early game ADCs are capable of doing 200 damage in 2.5 seconds. The big change with it is the movespeed boost, which admittedly might be pretty good. I think it's entirely possible we'll see it on ADCs and Soraka/Janna, but I'm skeptical that we'll see it on solo lanes. If a solo laner wants defense barrier will still be better (because the enemy laner likely has ignite), and if he wants offense he'll still take ignite. My big rant about the new Heal still stands though. They're turning it from a different kind of spell into something that's so similar to Barrier that once we figure out which one is better, that one will be used and the other one won't be. I think it's really stupid and horrible game design. | ||
canikizu
4860 Posts
On April 03 2014 07:57 Amui wrote: feral flare just seems like it's not going to be very useful at higher level games. As a guess, you wouldn't get wriggles>25 big creeps/kills/assists until the 20 minute mark in most games. Past 30 minutes, almost all my jungle farm goes to either the mid, or ADC. So much of the power of the spirit stone items is in the mana restore. It's hugely beneficial to be able to come out of the jungle with high mana so you can fight extended engagements. Even "cheap" junglers like noct who only use one skill per camp still run oom with a wriggles build. Edited: misread. I think the purpose of the Wriggle is you know you'll have a carry jungler, if you play carry jungler and still have to give mid/ADC farm, then you're playing it wrong. It sounds greedy and selfish, but that's the role of carry jungler. | ||
Sufficiency
Canada23833 Posts
On April 03 2014 08:15 canikizu wrote: The wriggle gives you charges even if you "assist" in killing large monsters. So even if your adc or mid kill the large monster, as long as you "help" them by one auto attack, you get the charge. That sounds interesting, but pretty gimmicky. | ||
canikizu
4860 Posts
On April 03 2014 08:16 Sufficiency wrote: That sounds interesting, but pretty gimmicky. Nah I misread lol. | ||
Alaric
France45622 Posts
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beefhamburger
United States3962 Posts
FYI: Distortion boots work in URF, giving you a 45s flash instead of 60s. | ||
Ryuu314
United States12679 Posts
the description of it in the patch notes sounds...ambiguous. | ||
GolemMadness
Canada11044 Posts
On April 03 2014 08:27 Ryuu314 wrote: wait so did Kha lose the damage reduction from his ult completely or only against turrets? the description of it in the patch notes sounds...ambiguous. Just against towers. | ||
Diamond
United States10796 Posts
Still not building Wriggles. | ||
Rooster Cogburn
76 Posts
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Gahlo
United States35041 Posts
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Diamond
United States10796 Posts
+ Show Spoiler [Seriously] + Maybe? Still seems like it's too far a deviation from the big items you need. Still maybe would buy Madred's and sit on it. But I never jungle Trynd, so maybe i am off base here | ||
canikizu
4860 Posts
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