Rioter Comments
: Can't Wait to Have to Ban Mundo Every Game Next Patch
Mundo is a terrible and unhealthy champ that should remain bad until properly reworked. He has no fun interactions. It's plain boring and stupid to play him or fight against him. The only way to make him relevant is making him broken. Seems like Riot wants to do so.
Rioter Comments
: These VI nerfs are a joke
Yep Vi will be useless as a carry now To think I was having so much fun playing her only to get a huge nerf afterwards
: I feel like Warwick is actually not fun to play against. A champ that can follow your trail with increased speed without vision when you are in a prime position to NOT fight that then can latch to you, even if you blink and also has an ult that suppresses and heals him the entire time. I think he is one of those early game feast or famine characters, which is fine. That's the same with Rengar, Lee Sin, Pantheon, etc. Now this is coming from a support main, so I might just focus on his ability to stick to my teammates instead of the actual numbers, sooooooo this might be totally off. Hope this clarification from the other side helped?
> [{quoted}](name=C0NCH0BAR,realm=NA,application-id=3ErqAdtq,discussion-id=EHTRekmE,comment-id=0005,timestamp=2019-03-03T01:06:57.513+0000) > > I feel like Warwick is actually not fun to play against. A champ that can follow your trail with increased speed without vision when you are in a prime position to NOT fight that then can latch to you, even if you blink and also has an ult that suppresses and heals him the entire time. I think he is one of those early game feast or famine characters, which is fine. That's the same with Rengar, Lee Sin, Pantheon, etc. Now this is coming from a support main, so I might just focus on his ability to stick to my teammates instead of the actual numbers, sooooooo this might be totally off. Hope this clarification from the other side helped? I would consider him to be a feast or famine champion only IF he had the same capability to actually carry the game as those champions you listed. It's really easy to shut down a fed Ww because he's exposed all the time, can't burst someone, is easy to kite and predictable. The only way that he can easily control your game is being a better macro player or being so ahead that you can't burst him anymore (he is quite tanky for a bruiser) - or if you have a fed melee carry without QSS... like many Master yi players i've faced. As a said in a previous post, I would easily trade some map pressure for more teamfighting and/or dueling capacibilities and then you would have a better chance against his chase.
Saianna (EUNE)
: You have no idea what QoL change means, don't you?
> [{quoted}](name=Saianna,realm=EUNE,application-id=3ErqAdtq,discussion-id=EHTRekmE,comment-id=0003,timestamp=2019-03-02T09:41:43.784+0000) > > You have no idea what QoL change means, don't you? Thank you for your kind response. I understand Quality of Life change as a way to make the champion feel more fluid during his combos and rewarding in general, without necessarily buffing his numbers, but how his mechanics work. If you don't think those changes are QoL, that's ok, but it would be nice to help with the discussion.
: First of all, Warwick isn't even remotely as bad as you make him to be. That said, he's a suboptimal pick at the moment (and has been for quite some time) for a combination of better competition, unfavorable metagame, jungle and item changes, and a light case of overnerf. About your suggestions: 1) Warwick does not need an even easier clear (although he would benefit greatly from a cheaper tiamat). He is already a jungler that can clear staying very healthy, he should not excel at clearing very fast too. 2) **Warwick doesn't burst and should not burst.** I understand that being able to 100-0 a squishy is basically mandatory in today's league of burst, but that is no good reason to give a champion what he's not supposed to have. If you're asking for some crazy off-meta build to be able to work that's fine, but the standard Warwick playstyle shouldn't be that of an assassin. 3) Losing W movespeed if in combat is one of the trade-offs WW pays for his crazy map pressure, so it should stay. To what degree, that's debatable. Personally, I believe that right now it is too harsh. What I am sure of is that **WW shouldn't lose his W movespeed if he gets hit by a minion.** That's just bullshit. 4) R hitbox is indeed weird and would benefit from some tuning. The only space I see for WW buffs is his sustained damage and thus dueling power. If your Q is on cooldown, your damage is absolutely ignorable, and so is your sustain. I'd like a lot if Warwick was actually incentivized to stick to his prey and maul it with his AAs. More attackspeed, more on-hit heal, more extra magic damage on it. I think if Warwick were to be a solid duelist he could hard contest that damned crab and he would be immediately much, much stronger of a pick.
> [{quoted}](name=GelsominoKiller,realm=EUW,application-id=3ErqAdtq,discussion-id=EHTRekmE,comment-id=0004,timestamp=2019-03-02T17:13:33.564+0000) > > First of all, Warwick isn't even remotely as bad as you make him to be. That said, he's a suboptimal pick at the moment (and has been for quite some time) for a combination of better competition, unfavorable metagame, jungle and item changes, and a light case of overnerf. > > About your suggestions: > > 1) Warwick does not need an even easier clear (although he would benefit greatly from a cheaper tiamat). He is already a jungler that can clear staying very healthy, he should not excel at clearing very fast too. > > 2) **Warwick doesn't burst and should not burst.** I understand that being able to 100-0 a squishy is basically mandatory in today's league of burst, but that is no good reason to give a champion what he's not supposed to have. If you're asking for some crazy off-meta build to be able to work that's fine, but the standard Warwick playstyle shouldn't be that of an assassin. > > 3) Losing W movespeed if in combat is one of the trade-offs WW pays for his crazy map pressure, so it should stay. To what degree, that's debatable. Personally, I believe that right now it is too harsh. What I am sure of is that **WW shouldn't lose his W movespeed if he gets hit by a minion.** That's just bullshit. > > 4) R hitbox is indeed weird and would benefit from some tuning. > > The only space I see for WW buffs is his sustained damage and thus dueling power. If your Q is on cooldown, your damage is absolutely ignorable, and so is your sustain. I'd like a lot if Warwick was actually incentivized to stick to his prey and maul it with his AAs. More attackspeed, more on-hit heal, more extra magic damage on it. > > I think if Warwick were to be a solid duelist he could hard contest that damned crab and he would be immediately much, much stronger of a pick. My main point is how fun and rewarding a champion feels. I don't get that kind of feeling playing Warwick anymore. I feel extremely limited and an easy target most of the time. I know he's not that bad considering every aspect of the game's strategy. 1) I've pointed out about cleave not because of I think he needs to clear the jungle faster... Actually, that's one of the strongests aspects of his kit early game. The main point to have a way to cleave is being able to hit more than one target during a skirmish or in a teamfight. I can't even count how many times I couldn't kill one target because I had to choose to focus only one while the other just runs away. That wouldn't happen with 90% of my champion pool. 2) Of course the standard build shouldn't be bursty. That's what I said in my post: If you choose to build lethality, full ad, full ap or whatever, you should be able to burst, because it's viable to carry in many situations playing like that - mainly in low elo. 3) I would gladly give up on some map pressure in order to be able to stick to targets more easily. I agree with the minion part too lol that's stupid His dueling power has been shafted, indeed. He can duel very well against some fighters until like level 7 and that's it. He could duel against tanks before, but after Bramble vest implementation in the game, that's basically gone until you have a shitload of defenses.
: None of those would be QoL buffs. I will say though that losing w movespeed feels like garbage, Warwick should have no reason to slow down while chasing his prey.
> [{quoted}](name=I love cowboys,realm=NA,application-id=3ErqAdtq,discussion-id=EHTRekmE,comment-id=0002,timestamp=2019-03-02T06:40:12.183+0000) > > None of those would be QoL buffs. > > I will say though that losing w movespeed feels like garbage, Warwick should have no reason to slow down while chasing his prey. It's by far the worst change in his rework. Being able to run like crazy towards low health enemies was the funniest thing Ww had pre rework. Now it's almost useless against ranged champions, unless you only need to land one skill or ping for your team where he's going to.
: He just needs a full revert of his past nerfs. Those happened when Tiamat was a better item and the jungle meta was level 3 ganking junglers. Don't mess with R hitbox. That's part of the skill to him. Also, due to rune shards, enemies are harder to kill. Ravenous Hunter and Sudden Impact nerfs hurt him a lot too, at least for my playstyle.
> [{quoted}](name=astralwit,realm=NA,application-id=3ErqAdtq,discussion-id=EHTRekmE,comment-id=0001,timestamp=2019-03-02T06:31:03.745+0000) > > He just needs a full revert of his past nerfs. Those happened when Tiamat was a better item and the jungle meta was level 3 ganking junglers. Don't mess with R hitbox. That's part of the skill to him. Also, due to rune shards, enemies are harder to kill. Ravenous Hunter and Sudden Impact nerfs hurt him a lot too, at least for my playstyle. While I think that would help and be fair, that's not the main issue. His kit has so many weaknesses that other champions can abuse...
Rioter Comments
tieger05 (OCE)
: Kayn is not OP... Stop it.
He needs a little buff to be fair, but really not that much. Darkin form is really good... His % dmg makes him strong. Blue form sucks sooo much though.
: ***
> [{quoted}](name=magewick,realm=NA,application-id=3ErqAdtq,discussion-id=dO86emA3,comment-id=0003,timestamp=2017-07-18T22:53:32.924+0000) > > As a melee range ult on an immobile champion, it should be doing stupid amounts of damage. Just compare it to a syndra ult for a second. Syndra ult is a ranged targeted ult on a champion with a much more reliable stun. The only way for a melee range ult to match up with that is to do 1.3-1.4k true damage. Syndra is a squishy mage and you can build magic resist against her damage or even outplay her skillshots. You can do nothing to protect yourself from being oneshot by lategame Cho'Gath ult besides praying for your tanks to CC him to death and never get near you using flash. I mean, I play mainly tanks... I did not have been stomped by a Cho'Gath or anything like that. It's just really stupid and freaks me out seeing those numbers being possible in an instant ability that is part of a Tank's kit.
Kivolan (NA)
: > [{quoted}](name=Elwe The Jungler,realm=NA,application-id=3ErqAdtq,discussion-id=dO86emA3,comment-id=00020001,timestamp=2017-07-18T20:19:00.277+0000) > > Gargoyle's Stoneplate active, dude... 1. You said absolutely nothing about Gargoyle's in your post. You complained about the ult, not that an item's interaction with it. 2. That's still 15 ~ 16 stacks, even with the 100% bonus. The highest I've made it to is 13 in a single game. {{sticker:zombie-brand-facepalm}}
> [{quoted}](name=Kivolan,realm=NA,application-id=3ErqAdtq,discussion-id=dO86emA3,comment-id=000200010000,timestamp=2017-07-18T20:51:52.755+0000) > > 1. You said absolutely nothing about Gargoyle's in your post. You complained about the ult, not that an item's interaction with it. > 2. That's still 15 ~ 16 stacks, even with the 100% bonus. The highest I've made it to is 13 in a single game. > > {{sticker:zombie-brand-facepalm}} You can check Vanidril's video on YouTube. He oneshots carries only pressing R dealing 1200 to 2155 true damage in many many games. It's not a uncommon situation. I don't even need to say something about Stoneplate lol It's almost core to Cho'Gath right now
Kivolan (NA)
: 1,450 on a full tank Cho means that it was very, very, very late in the game and he was already fed with a shit ton of stacks. 650 + 50% AP (Full tank would be around ~150, if that) = 725 +725 = 1,450 So you're telling me that this Cho had 7,250 BONUS health. {{item:3083}} 800 {{item:3116}} 300 {{item:3065}} 450 {{item:3151}} 300 {{item:3742}} 425 All those add to 2,275... So we're still missing 4,975, which at 160 health per stack is 31 stacks. If a Cho has 31 stacks, I think they deserve to be doing that kind of damage.
> [{quoted}](name=Kivolan,realm=NA,application-id=3ErqAdtq,discussion-id=dO86emA3,comment-id=0002,timestamp=2017-07-18T07:35:06.300+0000) > > 1,450 on a full tank Cho means that it was very, very, very late in the game and he was already fed with a shit ton of stacks. > > 650 + 50% AP (Full tank would be around ~150, if that) = 725 +725 = 1,450 > > So you're telling me that this Cho had 7,250 BONUS health. > > {{item:3083}} 800 > {{item:3116}} 300 > {{item:3065}} 450 > {{item:3151}} 300 > {{item:3742}} 425 > > All those add to 2,275... So we're still missing 4,975, which at 160 health per stack is 31 stacks. > > If a Cho has 31 stacks, I think they deserve to be doing that kind of damage. Gargoyle's Stoneplate active, dude...
: A Defensive Post for Cho'Gath
He is a great example of bad design.
C9 Aycee (NA)
: Like I said, you can punish him early, and he will be pretty useless, I have no idea how that game went over, but there are many champs that can do even more in my opinion. If you are really against playing against it, you can always ban it.
> [{quoted}](name=Mortantis,realm=NA,application-id=3ErqAdtq,discussion-id=dO86emA3,comment-id=000000000000,timestamp=2017-07-18T06:11:26.103+0000) > > Like I said, you can punish him early, and he will be pretty useless, I have no idea how that game went over, but there are many champs that can do even more in my opinion. If you are really against playing against it, you can always ban it. I can't imagine a single carry dealing 1500 true damage in one skill, dude. Fiora can do it, but she is not a tank and you can interrupt her somehow as she has to hit vitals.
C9 Aycee (NA)
: I agree Cho's late game is ridiculous, but he is pretty easy to punish early in my opinion. Most games seem to end around 30 or before anyways. I don't see them changing it, just because I feel like Riot is trying to make more scaling champions it feels, they want to have the push for the late game.
> [{quoted}](name=Mortantis,realm=NA,application-id=3ErqAdtq,discussion-id=dO86emA3,comment-id=0000,timestamp=2017-07-18T06:02:46.063+0000) > > I agree Cho's late game is ridiculous, but he is pretty easy to punish early in my opinion. Most games seem to end around 30 or before anyways. I don't see them changing it, just because I feel like Riot is trying to make more scaling champions it feels, they want to have the push for the late game. It's not only ridiculous, that sould NEVER happen. It's beyond broken.
C9 Aycee (NA)
: I agree Cho's late game is ridiculous, but he is pretty easy to punish early in my opinion. Most games seem to end around 30 or before anyways. I don't see them changing it, just because I feel like Riot is trying to make more scaling champions it feels, they want to have the push for the late game.
> [{quoted}](name=Mortantis,realm=NA,application-id=3ErqAdtq,discussion-id=dO86emA3,comment-id=0000,timestamp=2017-07-18T06:02:46.063+0000) > > I agree Cho's late game is ridiculous, but he is pretty easy to punish early in my opinion. Most games seem to end around 30 or before anyways. I don't see them changing it, just because I feel like Riot is trying to make more scaling champions it feels, they want to have the push for the late game. https://clips.twitch.tv/AgreeableTastyZucchiniFailFish Is it fine? That should not be changed? lol 1800 true damage ult
Rioter Comments
: I don't think Nasus is really meant to be a team-fight oriented champion. He excels at splitpushing in the late game so the enemy team risks losing multiple towers if they try to push through the rest of your team to get Baron or other objectives. Nasus at 30+ minutes can easily 1v2 in the right situations. Nasus fills his niche quite well, and he would be pushing the boundaries of acceptable power if he were given much love. Maybe if he were given a moderate amount (like 10/20/30%) tenacity or slow-resistance on his ultimate, that would be fine.
> [{quoted}](name=TiltoverEnforcer,realm=NA,application-id=3ErqAdtq,discussion-id=i0ujZswf,comment-id=0000,timestamp=2017-07-14T08:20:14.188+0000) > > I don't think Nasus is really meant to be a team-fight oriented champion. He excels at splitpushing in the late game so the enemy team risks losing multiple towers if they try to push through the rest of your team to get Baron or other objectives. Nasus at 30+ minutes can easily 1v2 in the right situations. Nasus fills his niche quite well, and he would be pushing the boundaries of acceptable power if he were given much love. Maybe if he were given a moderate amount (like 10/20/30%) tenacity or slow-resistance on his ultimate, that would be fine. Yeah, that would be good, but giving him much more dmg as it's on PBE will be kinda obnoxious
Rioter Comments
: Thormail's damage might as well be non existent
You can still heal for 60% of your lifesteal vs Thornmail. That's something to consider and the item won't make much difference if you're a tank with low damage output in 1v1 terms. New Thornmail is sort of a utility item and not a dueling item, really. It makes the enemy weaker, reduces support and spell healing (how many times adcs had their lives saved because of Redemption or Heal ss?), allowing your team to kill them easier even if you are not able to do it yourself. Riot really wants to make tanks help more their team, giving them less self power in exchange. Furthermore, now you can get the effect quicker building Bramble Vest... Thornmail recipe was only effective when the item recipe was finished and that time could give room to enemies' snowball. I'm not saying I agree with the changes, I'm just trying to clarify the purpose of these changes.
: When mid-elo players don't play Normals
Bronze players don't realize they've won because you were just trying to have fun and training, not tryharding to win. Their lack of game knowledge won't allow them to do so. Most of the times I just laugh at them because it's fun to see their ignorance, but at the same time it's kinda sad how they think they're doing amazing when it's just a illusion, like when I jungled against a Hecarim who jungled without smite and he was persistently trying to make fun of meta and people saying we really don't need smite to jungle... I mean, he won the match 'cause we were trolling and testing new champs and then I went to see his match story. The guy never uses smite and his kdas were pretty terrible most of the time with almost no farm at all. There is a reason that keeps this Hecarim in bronze lol but he can't see it, really, he thinks he's a revolutionary.
: I feel like Urgot's meat grinder should counter revives since it doesn't leave a body.
That's what confuses me. Thematically, revivals would make no sense as the body is completely destroyed, but that would be really unfair gameplay wise.
: Kled's current % health is always calculated based on his max with Skaarl, even when he is currently dismounted.
So basically, Kled dismounts = dead lol Seems like a hard counter
Rioter Comments
: Honestly, Support itemisation is like half the reason ADC feel so oppressive to play against
THANK GOD SOMEONE FINALLY SAID IT. Currently I'm building support items on any Champion and it's sooooo broken and effective for teamfights, doesn't matter what Champion you play. You just need some cc source for peeling and those items. Unless you are an assassin, and that + nerfs is the reason why they suck know.
Wuks (NA)
: Do you have anything you'd like to add to this post? Insight, perhaps?
Yes: Gnar. Kennen. Infinite kiting. No chance of getting away or hitting your enemy.
Rioter Comments
: Something that really irks me about Rhaast's passive
Dude, once Bramble vest gets into the game, no healing Champion will be really effective.
: If you run the actual numbers, the PBE thornmail is objectively worse at countering lifesteal than the live thornmail is, as hard as that is to believe. You can check my math: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/gE7AtJLM-the-actual-math-behind-new-thornmail
It will be worse against ADCs and stronger against offtanks who need to heal.
Eedat (NA)
: GW needs to be removed. Lifesteal and other self-healers need nerfs to compensate.
All those Champions you have listed... They are dead now. Most of them will be unplayable plat+ because people will counter them so easily. If this changes go through, I fear I might play another game because it will be too much for me.
: but adc's being able to rush it is fine? Its a whole 100 g more than executioners calling...and you're complaining about it? lol ok.
Actually, I don't think executioner's calling is fine. I think it's way too cheap for its effect too. Now not only ADC's are a problem to champions who rely on healing, but any bruiser, juggernaut and tank. Depending on how it goes, I will be forced to stop playing the champion I'm playing since i've begun playing this game.
Rioter Comments
Rioter Comments
: > [{quoted}](name=Elwe The Jungler,realm=NA,application-id=3ErqAdtq,discussion-id=Mhs6dxb9,comment-id=00030000,timestamp=2017-06-15T18:29:25.509+0000) > > Actually, no. As a Warwick main since I've started playing, I can assure this is false. Against stupid enemies with no proper itemization, old warwick could just ult and let them die to your team, but new warwick has two ways to CC an enemy, more sticking power and, even though the ult is not so reliable, you can use your W move speed to gap close and them ult... If you miss, well, thats simple outplay and its fair, in my opinion. Furthermore, the old ult could be canceled by any form of hard CC too. > Old warwick had to wait till really late game to beat any melee, but he would NEVER beat a good vayne late game. New Warwick can be a monster duelist late game if you build him to be so - like with {{item:3153}} and {{item:3025}} - , but your sacrifice your stats as a insane tank doing it. I have done it myself and could carry really hard many games. > It didn't matters if old warwick had shitload of sustain and attack speed late game if he couldn't even abuse it being kited forever and with no form of cc to help after his ult is gone (easily in teamfights, by cc) This is almost entirely backwards. His old kit was much superior in dueling. His attack speed steroid, q siphon strength, and passive healing were all ejected from his kit. His new ultimate is much more conditional and unreliable than his old ultimate and no longer suppresses as far as I know. WW kind of is in a bad spot in jungle as he is forced into rushing the ad aoe item which limits his build variety options. WW is crap at farming now btw. I have a few thousand games on him. Theres no comparison in his tower pushing. I like the fun aspect of his new kit. But there were huge tradeoffs to get it. His kit was not buffed.
Whaaaat? Dude, are we playing the same game? Old Warwick was the worst thing ever to clear waves and AD on him was way worse. His Q now procs Tiamat and scales with AD... His consistent attack speed buff vs low life targets gives him superior wave clear easily. It's really fine that they took out some part of the passive AA healing, as his Q is way stronger in terms of damage, can give you a dash and he has a huge % damage reduction + a stun (which is WAY more reliable than AA healing and stops the bs that was "Buy QSS, ignore Warwick"). His ults clearly heals WAY more and can be used to jump walls even if you have no vision, allowing you to chase enemies. He can use his Q to slow with Frozen Mallet and Gauntlet now, which is HUGE against kiting as his Q has some range. His W can be used as a first way to gap close the enemy. Warwick now can duel properly early and mid game, which is HUGE in terms of snowballing. I used to play Warwick all the time in season 5 and season 6, but by the end of season 6 and beginning of season 7 I gave up on warwick because he was unbearable. Now I'm back to carrying hard playing Warwick, even moreso than before. You can check my profile here... I'm playing more normal games and flex now as I'm not playing soloq anymore and I barely played Warwick this season in ranked because of his old kit, but you can see my recent games with Warwick here... I'm clearly being able to hard carry. https://br.op.gg/summoner/userName=Genn%20Greymane
: the tank rework might be the worst
I don't think so. ADCs rework was a nightmare and still hunts soloq hard due to the overpowered changes they made (Twitch with increased stealth time, Graves being straight broken, Caitlyn too strong late game and just being annoying as hell...). It was the most damaging patch ever, in my opinion. However, I do enjoy the tanks rework. Maokai now is a support champion and It feels so much more fun to play him, actually... Zac has such a cool and strong ult - you have to think and calculate before using it now - and his old Q felt wrong in some way - now It has a purpose. Sejuani is the only one left in a bad stop... She feels too slow to combo and her ult is just a worse version, she's not engaging anymore and I'd rather play any other tank (I used to be a Sejuani main). About the other tanks, Riot should give the ones left too weak some buffs... But there are still many tanks doing really well, besides those three reworked in the tanks patch (for ex: Shen, Gragas, Galio, Amumu, Malphite, etc.)
: Eh, old ww was better at this for 2 reasons, A: he scaled into a lategame raidboss (less ability to stick to target than new WW but insane dps/survivability/sustain), and B: his ult was more reliable, if the fed enemy carry didn't have a qss and you ulted them they were gonna die, straight up (Plus new ult is super wonky, for example if you ult at the same time raka drops her silence its probably gonna cancel the ult and use up the cooldown)
Actually, no. As a Warwick main since I've started playing, I can assure this is false. Against stupid enemies with no proper itemization, old warwick could just ult and let them die to your team, but new warwick has two ways to CC an enemy, more sticking power and, even though the ult is not so reliable, you can use your W move speed to gap close and them ult... If you miss, well, thats simple outplay and its fair, in my opinion. Furthermore, the old ult could be canceled by any form of hard CC too. Old warwick had to wait till really late game to beat any melee, but he would NEVER beat a good vayne late game. New Warwick can be a monster duelist late game if you build him to be so - like with {{item:3153}} and {{item:3025}} - , but your sacrifice your stats as a insane tank doing it. I have done it myself and could carry really hard many games. It didn't matters if old warwick had shitload of sustain and attack speed late game if he couldn't even abuse it being kited forever and with no form of cc to help after his ult is gone (easily in teamfights, by cc)
Bacef (NA)
: Warwick is the anti-hypercarry
Oh look the campion has cc wow what wow good
: So....how do you beat akali
She's really good against most assassins and early game bruisers, but once you get your powerspike as a bruiser she can't beat you anymore if you play it properly. {{champion:131}} and {{champion:245}} can deal with her and most Juggernauts like {{champion:122}} will make her life a nightmare in lane.
: Warwick got reworked and so his entire kit is different from season 4. What did you expect? Call an item to get nerfed because it counters your mains? I doubt that you could get killed if you were 4 levels ahead of the enemy and the enemy doesn't have items that give grievous wounds. You could literally 1v5 and get at least a triple kill. The only other champions who could do pretty much the same are fizz, riven, yasuo, tryndamere(maybe), katarina and champions that have traps and lead the enemies through all the traps.
I clearly said such item should exist.There should be a way to counter, but the problem lies on how easy it is to buy the item.
Sujiren (NA)
: Tank meta? You have to be joking , its bruiser and adc meta, most tanks suck right now, excluding maybe zac, gragas and galio.
I agree. As someone who mainly play bruisers, the patch felt really good, but the tanks I used to play don't feel the same. I don't feel like I can carry a team as a fed tank anymore - it can be on purpose, though... Except maybe Malphite against Full AD team.
: Can I ask you a question? List any champion that has healing The item would be useful against them, but how often do you see the champion that you just thought in your head? If that champion was snowballing, you would need Executioner's Calling to be able to 2v1 them and win. Also, you would need the giant slayer passive more often because it is the tank meta right now.
And no, you won't need It to 2v1. You would need some really good peel which is skill reliant and not only just "hey i Just bought this item really quick and now i'm reducing your potential really hard"
: Can I ask you a question? List any champion that has healing The item would be useful against them, but how often do you see the champion that you just thought in your head? If that champion was snowballing, you would need Executioner's Calling to be able to 2v1 them and win. Also, you would need the giant slayer passive more often because it is the tank meta right now.
Well, since Season 4 I mainly play Warwick lol It feels unfair when someone builds a 800g item and reduce my healing for 40% but i need to expend 3k Gold to build an item that will increase my healing for 30%
Rioter Comments
xReverie (OCE)
: In the past class updates some blunders were made on some champs that created more work for them (having to rework a champ they reworked). They've cut back on the amount of changes they're making to a class this time around. The updates to the three tanks set the direction of where other vanguards will go though, including malph, amumu etc in the case they get reworks. Interesting to see what happens going forward - if they refine their processes on VGUs, class updates and the like there may be more in the future. It looks like it takes a lot of work to get right currently, and can easily go wrong.
Hmm, that's a good point. I've never thought this way. But... I mean, who needed a rework more ? Malphite or Zac? It confuses me. If Zac had a problem being too straightforward, Malphite has it in a even worst state.
: Honestly this update is the worst one that I seen ever since I started b4 fiora rework. Some "tank update" giving adcs more defensive item and mages a free spell shield while tanks only will have some passives on items that keep them alive for longer but lesser stats aka late game, they're bound to get deleted by adcs as offensive stats outscale defensive stats
Not to mention that tanks do no damage now... It went good for Bruisers and Juggernauts who can exploit both damage and resistance items, but not for tanks.
Rioter Comments
: I think deaths dance is fine, but now it's apparent that fiora and riven ought to receive nerfs
Actually, no. Death's dance is clearly overpowered just by looking at it numbers. If you don't agree, play against any good Draven using it.
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Elwe The Jungler

Level 7 (NA)
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