Quote from
Kaias
KaiasOverall this patch annoys me, specifically because many of my favorite heroes and items got nerfed.
Specifically:
Gragas
Udyr
Mordekaiser
Sunfire
All Wards
Randuins
Banshees
Spirit Visage (300 more gold for 50 hp is not at all a worthwhile trade)
Locket (Removed wtf)
Specifically:
Gragas
Udyr
Mordekaiser
Sunfire
All Wards
Randuins
Banshees
Spirit Visage (300 more gold for 50 hp is not at all a worthwhile trade)
Locket (Removed wtf)
Gragas: He was untouchable with SV+Innervating+Passive+Rage, while still dealing good damage.
Udyr: Same kind of thing, except he jungled also, and did more damage. Note that he got buffed in the big picture.
Morde: I really didn't think he was that good at first, but (and i have NO IDEA how this happens) when he can tank a full team for 10 seconds and kill two-three people, and kill 2-3 if not focused, something is wrong.
Sunfire: I have almost no idea why this happened, but it wasn't a big deal to anyone except garen, who could stack them half the time to become a walking tank with a smaller defile aura.
Banshees: Actually had to check notes to see how this got nerfed. They're all small nerfs, but even with them it still is the item to go to for MR most of the time, and that passive is still one of the best things in the game overall.
SV : This got buffed, costs 75 less gives 50 more HP.
Wards: Now they can't be defended nearly as easily, which was actually really annoying when they had a ton of hp
The item changes are particularly annoying. I've only played one game since but I can already tell that it hit Mordekaiser's early game heavily. I'd be fine with the ward changes if they kept the duration to gold cost the same (down to 60 gold). It was already hard enough to get teammates to contribute to warding. The point of most tanky DPS
Quote from
Kaias
KaiasI also dislike the removal of flash popping projectiles. This is just another removal of something that required skill and provided good clutch gameplay. The common argument is that it could avert too much damage, like Veigar's ultimate. Theres a simple solution to that- don't make his ultimate a projectile. Meanwhile the gap between the success of the skilled and the unskilled narrows.
It does not take skill to avoid a stun with flash and proceed to kill someone because their only cc was wasted on a summoner spell, or to get away and hide at tower if you would lose the fight. See: Ionia VS Noxus: the first time Sion ganked.
Quote from
Kaias
KaiasOn the other hand, I like the change to dragon. The global gold increase to 240 is a much more palpable bounty (especially after 18), which should encourage more fighting over dragon (despite that the early exp bonus was much more beneficial, in my opinion).
Decreases the value of jungling early, which was important, and makes it so if you have a good jungler your duo lanes wont be the same level as the solo, which would be op.
Quote from
Kaias
KaiasQuote from name:Artanis186
Quote from PVP.net v1.25.13
Urgot
* Noxian Corrosive Charge
o Now deals physical damage instead of magic damage
o Damage changed to 75/130/185/240/295 (+0.6 bonus attack damage) from 100/155/210/265/320
o Now reduces 12/14/16/18/20% of the target's armor instead of 10/15/20/25/30 flat armor
* Noxian Corrosive Charge
o Now deals physical damage instead of magic damage
o Damage changed to 75/130/185/240/295 (+0.6 bonus attack damage) from 100/155/210/265/320
o Now reduces 12/14/16/18/20% of the target's armor instead of 10/15/20/25/30 flat armor
Wtf.... Yes Riot, let's make right-clicking champs that take no skill get stronger abilities without needing ABILITY power.
..fuckin' idiots.
A good Urgot can do well now.
Almost noone knows his niche, although I don't doubt it would take long for one good player to show the community.
Quote from
Kaias
KaiasQuote from
poison_us
poison_usQuote
Quote
Garen
* Decisive Strike attack damage ratio increased to 120% from 100%
o Base damage per second changed to 60/90/120/150/180 from 30/70/110/150/190
o Scaling increased to 100% per second from 70%
* Decisive Strike attack damage ratio increased to 120% from 100%
o Base damage per second changed to 60/90/120/150/180 from 30/70/110/150/190
o Scaling increased to 100% per second from 70%
I'm beginning to question how often and how much of the forums you guys read. Phreak said they changed PD because it was a false choice. People were getting it and they were losing out on damage, while the dodge wasn't really helping them at all. Still will be as rarely gotten, but now for better reasons.
Quote from
Kaias
KaiasThey have nerfed ranged carries though- previously Infinity Edge, Last Whisper and Red/Green Pot were all the ArmorPen/HP/Crit/AS/Damage that was needed for a ranged carry to absolutely rape. Throw in red buff and it's extremely overpowered. What they've done though is nerfed red buff on ranged carries, nerfed Red/Green pot, (very very slightly) and nerfed Infinity Edge. Honestly, one AS item is all a ranged carry needs, now that Last Whisper is a damage item, they'll have to go elsewhere to get their AS and at the same time not getting their armor pen.
Pot nerfs were for everyone, it was pretty much 'I have an advantage now I can't lose' sort of thing. But yeah, it's also meant to make melee carries more viable because of better steriods.
Lastly: I'd love to respond to half the posts on this page, but this one makes the most sense. Also I DO plan on being active now, SEN. However the lack of me having SC2(And a comp that can run it) will mean all the stuff i say/do about SC will be theoretical, and as such will also be minimal.
None.








Hmm, that would include Black Cleaver, Stark's Ferver, Youmuu's Ghostblade, Last Whisper, and Sword of the Divine (not necessarily in that order). Just don't forget to activate the effects of Youmuu's Ghostblade and Sword of the Divine when entering battle.
Considering that Last Whisper adds some more damage instead of attack speed now, that build would have more damage items than it used to.