Nakoruru (EUNE)
: So, basically you put it against the enemy Nexus and your team goes to their shop for death :)
WarDog E (EUW)
: So, you want the map to loop round so the top connects to the bottom?
yes. For bard Magical Journey.
Rioter Comments
Evanitis (EUNE)
: Dunno. Most champs already look like a christmas tree by the endgame. I don't miss another pointless glitter... let alone up to four of them.
you've got a point. But I don't think the above compounds glitter on champions per se? It's while out of combat/on epics and towers/ and in teamfights, the burn effect is the only thing!
: dude they have fucked up ranked system and they have no idea what to do about it :D they have no time to be making stuff like that xD sounds fun and all but they have to fix fucked up shit first ...
Rioter Comments
: How well am I expected to play?
If you're playing better than your elo, with enough games, you will climb. The one sure way is to kill both your opposing laner and jungler when you're ganked (or at least one of them while you survive). At this point other lanes will have more breathing space, even their mid will be forced to come to you, and voila. Even suicide bombers can win 4v2. Naturally I recommend bruisers.
: Season 6: Uncarriable
"But I can confidently say that this season has been 80% games full of garbage, either it be trolls or people who just don't want to listen, toxic people, etc. So, what can I do about this? " If there are trolls in your team, there are trolls in the enemies' team as well. All you have to do is slightly increase your team's chances of winning given the trolls you have to play with. Just do your thing - do what you're supposed to do to the best of your abilities and if you deserve to climb, you will. I.e. hunt down high priority targets as Irelia, Isolate enemies with wall as Anivia, wreck the top lane and aggro enemy team members(and preferably kill them) as illaoi and give ally champions opportunity to gain objectives. Also, try to understand the tendencies of your teammates. Taking objectives while a splitpusher aggroes more than two to his lane may seem obvious to you, but your team may simply have a different mindset and/or didn't even know that you were splitpushing to begin with. So when you find out that your team doesn't move as you'd like them to, take their play style and adopt. Try to think of what you can do given your team's tendencies to increase the chances of winning as opposed to what they should do given what you're doing.
: Faker, is he really number 1?
Tell us how you feel after watching RNG v. SKT semifinals.
: > In team fights Vayne will be hitting tanks. To go for enemy carries with the enemy front line still up was,is, and always will be a suicide move for Vayne. So when played properly, she will be hitting more than 6 times. To actually use the item you need at least 8 shots (6 to charge, 2 to trigger once)... if the enemies allow her to do that then they probably deserve to die. Vayne is one of the highest priority targets in the game, the enemy team should always make killing her a number 1 priority due to her hyper carry nature... that means you have the mid laner looking to burst you, the top, jungle and support looking to cc lock you, and the enemy adc happy to hit you if you ever get in range. The chances of vayne ever getting to use this item in a team fight is astronomical at best and when you do manage to do so it's not due to vayne or rageblade... the only reason is that the enemy team had neglected their priorities and let her do so. > When she gets that guinsoo's rage, the item becomes the single most gold efficient item in the game for Vayne. Look at the equations below. +6% maximum health true damage is at least four times as good as what bloodrazor offers and the added benefit of making vayne easier to play is enormous. When you get it... that's gonna be about 10% of the time. The other 90% of the time it's a waste of an item slot... not to mention the build path is painful to say the least... even if you buy it as your second or third item it delays your power spikes too much to be useful... while you are buying ap the enemy adc is buying AD, crit chance, and other useful stats. They are gonna hit their power spikes a hell of a lot faster than you and if they play around those power spikes your rageblade will come too late too turn the tide. So rageblade changes nothing... if you focus vayne accordingly she wont get the long fight she wants and if you leave her be you will lose... this has always been the way and it will always be that way. Rage blade just makes vayne weaker in the short fights you want to take and stronger in the fights that you would have probably lost anyway.
"The chances of vayne ever getting to use this item in a team fight is astronomical at best and when you do manage to do so it's not due to vayne or rageblade." **To begin with, 1. teamfights usually happen where there are targetable minions nearby (lane,dragon,scuttle,baron)**, 2. the enemy tank may be exposed but not in a position to initiate (with ally front line preventing entry) But more importantly, Vayne is a Niche pick that excels at teamfights in which both teams need to get through the front line first. Rageblade allows Vayne to exploit that Niche to the fullest. In your suggested scenarios, Vayne will be useless with or without Rageblade. Granted that she'd be marginally more useless with Rageblade, no different build paths will make any meaningful difference for Vayne if the enemy team can snipe you before doing 8 auto attacks because of any reason (ally not being able to protect, enemy team comp has efficient assasins). Also, ADCs often do more that 8 auto attacks in most team fights. Especially in the current tank meta where Tanks soak up huge amounts of damage. Admittedly it's preferable not to focus tanks, but there will be few seconds before carries of either teams can reach each other and Vayne will be able to stack up in that window so long as ally tanks can slow enemy's progression. "it delays your power spikes too much to be useful... while you are buying ap the enemy adc is buying AD, crit chance, and other useful stats. They are gonna hit their power spikes a hell of a lot faster than you and if they play around those power spikes your rageblade will come too late too turn the tide." I admit that Rageblade will delay your power spike. But not big enough to forgo the item for a Vayne.Let us think about the game-play situation between 1core~2core items. The front liners would probably have sunfire+frozen gauntlet. The enemy ADC, although stronger than you are, will **not** have penetration items. Teamfights that happen in this context will not give the enemy ADC a clear advantage. As they will have a zeal item while Vayne has pickaxe+dagger or recurve bow. By the time the zeal item is finished and last whisper is bought(the 1300G one), Rageblade will be finished with gold to spare. Also, Vayne will have around 16000 gold worth of damage stats with BOTRK and Rageblade alone(3400+ 10000+a) in elongated team fights. That is greater than most other's 4~5 item builds. Like I mentioned before, she then has sufficient damage to build tank items without falling off against other ADCs. --- I rest my case with the notion that Vayne is an ADC that needs to destroy the front line first. The fact that she can't blow up enemy carries pre-passive isn't an argument against Rageblade but an argument against Vayne and her design. So long as Vayne is played to her design, Rageblade highlights her strengths. If she's not played to her design, then yes. The item exposes her weaknesses. But then if she can't be played to her strengths, why play her at all?
: About Zed Bannrate
you sly devil you. Tricking the innocent. {{sticker:slayer-pantheon-thumbs}}
: It's actually terrible on her... the build path is out right painful due to the ap it has plus you need to stack it up to get any use out of it... but no abilities to help with that. Which means she needs to auto attack 6 times before it even becomes comparable to any other item she can buy, at which point either the person you are hitting is dead or you are... not much use out of it. Your better off just getting normal vayne items like pd or bork... rageblade is a noob trap on her (the strength you are seeing atm isn't the rage blade but the bloodrazor).
1. In team fights Vayne will be hitting tanks. To go for enemy carries with the enemy front line still up was,is, and always will be a suicide move for Vayne. So when played properly, she will be hitting more than 6 times. 2. When she gets that guinsoo's rage, the item becomes the single most gold efficient item in the game for Vayne. Look at the equations below. +6% maximum health true damage is at least four times as good as what bloodrazor offers and the added benefit of making vayne easier to play is enormous. 3. Bloodrazor is by far the worst gold-to-stat ratio item atm. I'll give you that building this item first is a bad idea. She'll be punished so hard during the laning phase. But if she goes for rageblade for her second item - when most other ADCs are also weak while building their second item, Vayne will be much stronger than her competitors when the item is completed. At that point, I suspect that the DPS of Vayne with botrk and rageblade alone, when hitting tanks, will be greater than that of other 4 item builds (IE, PD, Penetration, Vampiric item). So much so that Vayne has the option to build tank items to survive long enough to get her passive going (reminiscent of how Yi rised through the ranks). Of course, all of this is circumstantial. Rageblade will be useless on any champion including Vayne should the teamfight doesn't last long due to the lack of distinction between the tank line and the carry line. But in such cases Vayne would have been a bad pick anyway.
Azure9861 (EUW)
: Guinsoo's Vayne 2 shot me?
kill the vayne first. She wouldn't have any def stats if she can do that and her range is quite short.
Exdominator (EUNE)
: about those numbers.... how do u calculate it? How do u know which cost how much? I just ask cuz I want to calculate those things myself I want to learn how anyway ty fro answer
You're curious about these ratios right? AD:Gold = 1:35 AS:Gold = 1:25 On-Hit:Gold=1:25 just divide the gold by the stats a standard item gives you. i.e.: long word is 350G and gives you 10AD. so 1AD is worth **35G**. I did the same thing for AS with Dagger. 300/12=**25** For the on hit effect: Recurve bow gives 25% AS and 15 on-hit for 1000 gold. 1000-(25x25) = 375. 375/15 = **25**.
yuli99 (EUNE)
: jax is so op
All fed champions are like that.
RooneR (EUNE)
: RageBlade on Vayne.
I think it's a matter of a ranged champion getting the phantom hit every two attacks, rather than the rageblade item itself. Irelia, for instance, will never get to the point where the rageblade is gold efficient in teamfights (she needs to hit the enemy around 10 times for the item to break-even.). Gold Value of Rageblade on Vayne: AD:Gold = 1:35 AS:Gold = 1:25 On-Hit:Gold=1:25 (from recurve bow) True Damage on-hit: Gold = 1: 25* 1/(1-damage reduction from armour). Guinsoo at the first 6 hits. Let us assume, albeit arbitrarily, that the average gold efficiency is equal to the second stack stats instead of the third as the vayne's AS will need to ramp up to stack faster. 41 AD 1435 16% AS 400 15 On hit 375 2215G Guinsoo at Max stacks: 53 AD 1855G 64% AS 1600G 22.5 On-hit. 562.5G 4017.5G Now for the highlight. +Phantom Hit +6% True Damage on hit. Assuming enemy champion HP as 2000: 120 3000: 180 4000: 240 True Damage is not affected by Armour/MR. For Convenience, let's say enemy has 100 armour and reduces incoming damage by 50%. 120 * 50 =6000 180 * 50=9000 240 * 50 =12000 so gold value will range from: 10017.5 ~ 16017.5 at full stacks. **+ the added gameplay aspect that it's much easier to proc those silver bolts. ** ----- On a side note: **You'll break even in gold efficiency roughly by the 8th auto attack (when you first proc your silver bolt with the phantom strike)** and slowly increase your gold efficiency with diminishing returns with each additional attack.
Exdominator (EUNE)
: About Vayne and rageblade
AD:Gold = 1:35 AS:Gold = 1:25 On-Hit:Gold=1:25 (from recurve bow) True Damage on-hit: Gold = 1: 25* 1/(1-damage reduction from armour). Guinsoo at the first 6 hits. Let us assume, albeit arbitrarily, that the average gold efficiency is equal to the second stack stats instead of the third as the vayne's AS will need to ramp up to stack faster. 41 AD 1435 16% AS 400 15 On hit 375 2215G Guinsoo at Max stacks: 53 AD 1855G 64% AS 1600G 22.5 On-hit. 562.5G 4017.5G Now for the highlight. +Phantom Hit +6% True Damage on hit. Assuming enemy champion HP as 2000: 120 3000: 180 4000: 240 True Damage is not affected by Armour/MR. For Convenience, let's say enemy has 100 armour and reduces incoming damage by 50%. 120 * 50 =6000 180 * 50=9000 240 * 50 =12000 so gold value will range from: 10017.5 ~ 16017.5 at full stacks. **+ the added gameplay aspect that it's much easier to proc those silver bolts. ** ----- On a side note: You'll break even in gold efficiency roughly by the 8th auto attack (when you first proc your silver bolt with the phantom strike) and slowly increase your gold efficiency with diminishing returns with each additional attack.
: My Korean Build [6.10]
RoA -> Zhonya -> def core (randuin/frozen/abyssal/visage) -> Deathcap(or void) -> void (or deathcap) was always the go-to build for swain. For the Crow, Zhonya is pretty much indispensable,
Rioter Comments
Kwljunky (EUW)
: I don't understand why she needs this kind of shitty change (nerf) when she is barely played and has a low win rate. A > Tentacle Smash (Q): > [Heal increased to 15% from 5%] > [Passive's healing effect can now only happen once very 20 seconds] > > HOW THE HELL > > how will she survives teamfights ? she has nothing to keep enemys in her stuff now you are gutting her teamfight surviability pls no revert this Illusive man has also pointed out this ~~mentally retarded~~ silly change. I mean its difficult enough trying to get into the enemy team and now your basically making a champ with barely any cc work harder to survive, you are basically just intentionally feeding, and this ~~mentally crippled ~~ foolish balance team is gutting a champ for no apparent reason. And btw, boo fucking hoo if you can't easily kill her. with the tools available at your disposal (grevious wounds/ ignite/ hard cc) illaoi dies faster than a lvl 1 twtich. tbh if u cant kill her as a team or cannot deal with her passive healing with the tools available to you you should prob learn to play better, and stop crying "illaoi op, illaoi op" Has anyone even made this an issue, barely anyone plays illaoi, so let her have this much you fiends. and for you people who cannot deal with her .. take your {{item:3070}} {{item:3070}} elsewhere.
her winrate in rank is also dismal. Yet Riot decides to constantly nerf her
: not everyone who isn't high elo have to be dumb :D
: BUT but , the actuall W is a Zed ult counter because you can't cast it on yourself ;3
: > I think I'm finding a trend here - you seem to defend Riot for the sake of defending Riot. You sure you aren't hired by them? I wish... getting money for doing what I already do on the boards would be awesome. And I don't defend riot for the sake of defending riot (well not all the time, I would happily defend riot if someone made a baseless accusation against them e.g. them being greedy... but I wouldn't call this defending riot, more me just being logical and analytical and arguing my point (ok I admit i might enjoy arguing stuff like this a little bit too much but everything I say is hand in heart my own honest opinion)). > Also, have you ever played Anivia properly or any of the champions that you constantly reply on boards at a decent level? Depends on what you mean by that... I constantly reply to a lot of stuff on the boards so you are gonna have to be more specific. As for anivia... haven't had the chance presently but she was the second champion I ever brought back in season 3 so I have most definitely played anivia properly... out of practice as I don't get the chance to go mid much but I do play her from time to time. > The longer stun is miniscule. Anivia always had Q and W and her sufficiently large initial ult was balanced around them. The longer stun is quite significant... It's a 50% increase in stun duration which is a pretty hefty buff. Not to mention the ult increases in size over 3 seconds so a 1.5 second stun is half of that which means your plethora of slows walls and expanding ults just needs to keep them there for another 1.5 seconds... a well placed wall could do that baring any dashes. > With no significant buffs to Q and W, decreasing the initial ult was therefore a significant nerf on the whole. About that... Firstly buffs on the pbe which among other things is increasing the base size of the ult. Secondly anivia is a control mage, her kit is designed around locking down immobile targets... she has enough tools to keep people in her ult a long time as that was the initial intention (she is used as a burst mage but riot intended her to use her ult as the main source of damage, so her kit is built around keeping people in the ult).
1. You seem caught too much in your own logic. There can be rebuttals to almost anything. But meaningful ones revolve around accurate comparisons to previous situations and on applying the patch into a wide range of situations. The strength and analytical power of arguments comes from testing your argument where your argument is the weakest and showing that your argument survive that test. To simply iterate situations in which your argument may work isn't enough because by default there are too many alternative situations for which there is reasonable doubt to your argument. The gist of most what you said here and with Taliyah is: "You can do B instead of A if B became difficult and/or isn't a option right now!" Of course they can, they always were able to do that and were balanced around them. But to take away a choice from the players, here represented as A is taking away a valuable gameplay aspect from players that simply cannot be compensated. 2. By a decent level I meant where enemy champions follow sensible countering paths and was implying that your rank as silver wouldn't have given you sufficient experience. But I guess I was just being plainly mean. Apologies :p 3. Not enough to offset the initial small ult. Anivia's slow depends only on Q and R. Your argument isn't helped by R because that is what our arguments were about: whether we can reliably hit R or not (simple logic). Meanwhile, Q is as difficult to hit as ever and perhaps even more so because of the unreliability of initial R. The original ult helped you hit the Q as well before the patch. So 6.9 patch in essence: 1. Made fast E-R close to impossible 2. Made hitting Q even more difficult (This, I admit, may be offset by the longer Q stun. But this is all the longer stun does and NOT compensate for a smaller initial R), 3. Lane clear take three times longer than usual (until R expands completely.) 4. This discussion started in 6.9 and I was suggesting changes be added in 6.10. I was pointing out that Riot was in tune with my thoughts.
: Not really... > The enemy hopping over the wall? If that happens taliyah has 2 options... collapse the wall as the enemy it's trapping isn't getting trapped any more plus your team will want to go through there as well to help. Or she can do a quick W to flick them back over the wall to your team. > Maybe she successfully cut of one member and decided to go over it to fight others? Then focus the enemy you caught then collapse the wall... taliyah is squishy you don't want to be vaulting walls into the enemy team without back up from teammates... teammates you are trapping on the other side of your wall while you fight the rest of their team. > Found out that there were more enemies than expected and you want a wall to stop them Not sure what you mean by that... I'm assuming it means trying to get back over your wall after a bad engage... that's a mistake that you have made, why should you have a get out of jail free card because you didn't look before you leapt. Basically play safely with taliyah and this situation will never happen.. And if it did you would already be dead (taliyah is insanely squishy, making a mistake that like would be a death sentence with or without your dash). So every situation is better suited to just collapsing your wall... you shouldn't get tools to stop you making a mistake... if you got yourself on the wrong side of your wall you messed up and should face the consequences like all the other champions in the game (every one has a way to mess up horribly, this is hers). > Besides, having an option always helps Not always... options are nice but when there is a better option in almost all circumstances then it's not really an option... more of a window dressing or even a noob trap. > W will help you run as well as chase. It's not the same being able to be on the same side as your chasing target and gambling your chances with a w. What if there's more than one enemy champion and you just want to get out of there? I will be honest... I think she has enough self peel as is... she can use Q for a move speed boost, W to shove people away, E as a slow field (and if they dash you can easily use that to turn and kill them as it's really good damage), throw a wall in their face, or if they can't hit you surf along a wall or ride your ult out of there (I would say that every single ability can be used as a self peel, I think that's enough as too much self peel can be extremely frustrating to have to deal with).
1. Like I said, she may want to keep the wall up. 2. It's circumstantial. She may be squishy, but it could be the case of: taliyah isolating an enemy's champion into a duel with one of your team and wanting to fight a 4v4 over the wall. She may want to keep the wall up so that the enemy doesn't join and help others. Use your imagination. The situations in which you want to go over the wall as opposed to deleting it are limitless. 3. Maybe, but here I'm advocating the champion's versatility. She will be more fun to play/ to watch. This could make her too strong I guess, but like I said, numerical balance changes will do the trick. 4. That is no argument against options at all! There are definitely cases in which self casting W is useful with (which your lack of imagination doesn't capture) or without ult (escaping ganks etc.) 5. I reiterate 3. I believe her design as a champion will be improved.
Riddarn (EUNE)
: They should just add to her passive that she can move freely over her own wall.
That'd work, but would be much less interesting.
: Actually the Q now has a longer stun time and slow (so does the ult). And W is far from avoidable... It's a giant wall, unless they have a mobility spell they aren't avoiding it plus it forces them to move in a predictable manor which allows for an easy Q stun which will be enough for the ult to ramp up.
Well then, PBE begs to differ. I think I'm finding a trend here - you seem to defend Riot for the sake of defending Riot. You sure you aren't hired by them? Also, have you ever played Anivia properly or any of the champions that you constantly reply on boards at a decent level? All of them are delicately balanced around various reliable traits. This case was one of them: The longer stun is miniscule. Anivia always had Q and W and her sufficiently large initial ult was balanced around them. With no significant buffs to Q and W, decreasing the initial ult was therefore a significant nerf on the whole.
: I believe the idea was to make a traditional mage so the lack of mobility is usually a big part of it. Plus she can collapse the wall, so if she ends up on the wrong side of the ability she can reactivate the ability to get rid of the wall and walk through (I can't think of any situations where she would want the wall up yet would be on the wrong side of it). And I don't think using your W to chase is a good idea, it's vital to your main damage combo so using it as a gap closer will just end up with you not having a way to really fight when you catch them. And if they dash over the wall then you can also just use your W to fling them back over it... or if a melee champion has you cornered against your wall just flick him over the wall and walk away.
Umm plenty. Maybe she successfully cut of one member and decided to go over it to fight others? The enemy hopping over the wall? Found out that there were more enemies than expected and you want a wall to stop them? Use your imagination. Besides, having an option always helps. W will help you run as well as chase. It's not the same being able to be on the same side as your chasing target and gambling your chances with a w. What if there's more than one enemy champion and you just want to get out of there? Oh btw Ziggs is also a traditional mage.
Azure9861 (EUW)
: Depends, is she OP on the PBE? If not, great idea.
I think this should go through even if she is OP in the PBE and balance her numerically (base, ratio, cdr etc) if need be.
Rioter Comments
Rioter Comments
: I could be wrong, not being an anivia player, but I believe with the changes the er combo you are expecting can no longer be used as the target is only chilled once your r has spread to max range
they're still chilled before r spreads to max range. Albeit for 1sec instead of 2
Enjutsu (EUNE)
: didnt understand what you meant so decided to compare it's size to other spells and it looks like it starts really small. Well im gonna see it myself later today.
size of a teemo
: > [{quoted}](name=hayance,realm=EUW,application-id=39gqIYVI,discussion-id=jm8K1Aul,comment-id=00020000,timestamp=2016-05-04T09:58:45.686+0000) > > Anivia has to walk to the enemy. The range of which all those with gap closers can punish anivia Still doesn't change the fact that it was an unhealthy mechanic. She's able to do that to everyone who's not above the golden mid range of magical ability.
Even if it was an unhealthy mechanic, she was balanced around it. Now that such a mechanic that she depended on to be viable is gone, she needed to be compensated - my point is that she was not
Enjutsu (EUNE)
: R doesnt have a cast time(at least didnt have it), even if it's smaller don't think it should be that hard to hit it.
the central aspect of E+R was to use E first and then use R (both at max range). The enemy could sidestep just once to dodge R just for a split second (even if that means he will eventually get hit by R + the expansion speed is slower than champion movement speed) and negate the crit damage from e.
: Because the former R + E => Half of the enemy's health gone, wasn't a healthy mechanic. This is more like the high risk / high reward pattern Riot should thrive for more often.
Anivia has to walk to the enemy. The range of which all those with gap closers can punish anivia
: There is a reward for getting it to max size, it's damage, chill duration, and slow are all greatly improved which is huge in a team fight. And anivia already has the tools to keep peel in her zone, both Q and W can easily be used to lock people into her zone long enough to get it to max size.
none of that matters if everyone can run away before the ult increases in size. Both Q and W are easily avoidable skills and they haven't been improved to compensate for the delay in the ult.
Enjutsu (EUNE)
: Didnt have the chance to play her yet so would like a clarification, looking at the cahnges i imagined Riot intended to make her E and R cast ranges the same making it less clunky to use. So what makes it clunky to use it now?
the initial r is so small that your E + R combo is significantly more difficult to hit. + R in general is too easily avoidable.
Rioter Comments
: Or you can buy resistances to lessen the punishment... or health, or a warmogs, or life steal, or play particular champions.... > Also, the max mana difference between old and new RoA is 600. Trying to get back that much in late game? You have to take 24 skillshots. > That's enough to kill you three to four times over. But mana is now more widespread with more items utilising it so you can just buy a morellos to counter act this.
Morellos don't come with HP. None of the Hextech items can be chosen with RoA without losing efficiency. Athens' unholy grail is no longer viable for a Midlaner. Mana-heavy mages (namely Anivia) used to be able to be sufficient on Mana with two items. RoA + Unholy/ RoA + archangel. your alternative- RoA + Morello = old RoA on its own with a measly passive.
: Not really... the reward of dodging is you don't have to waste mana trying to get your health back... the punishment is that you lose health and have to use mana to slowly heal back up. The sustain is 25 max per cast/hit... that's not even one ability worth of mana nor will you be able to sustain effectively. If you get hit you will get punished for it, you might get resources but if they hit you enough times you will still go down unless they take the heat off and let you regen. So in lane sustain isn't that big... you can lessen the punishment of getting hit better with the current catalyst passive than the new one... this is more geared for late game team fights, as it should be as it's found on a stacking item designed for the late game.
You seem lost. I said 'diminished' and 'lessened' not completely negated and also that the very fact that there is even some mitigation - however small that may be - to good and bad plays is grossly problematic. It's not necessarily the case of whether you'd want to dodge or not. Of course you'd want to dodge and of course you'll go down with enough hits. If the item made that otherwise, that will be game-breaking in and out of itself. But my point is that it makes the act of dodging less rewarding by exactly 25 Mana and that is unacceptable. Also, the max mana difference between old and new RoA is 600. Trying to get back that much in late game? You have to take 24 skillshots. That's enough to kill you three to four times over. I rest my case. the new item has an unhealthy mechanic + is an overall nerf.
: The RoA base stat lose is compensated by the extra sustain you get from it... in a teamfight where you are spamming spells then you are gonna get a ton of healing from it (using anivia as an example during a fight you just put your ult down and you get constant sustain for the entirety of the fight as if you had spell vamp). This means you have reliable in fight sustain for the entire game, instead of the in lane sustain of the valour reward which happens randomly and only has a finite amount of procs that can be used for (which ment you had to rush it in order to make effective use of the passive, not a big deal for RoA as your still gonna rush it but now a catalyst buy late game to build into the other two items it can build into isn't such a waste of gold). Imo this pseudo spell vamp is more than enough reason to limit the stats it gives, as now it has a powerful late game passive to use in fights. > No champion should be rewarded for being 'hit' in the game. Their game play should revolve around dealing damage while surviving as long as possible by dodging skillshots when can. It's not being rewarded per say... you sacrifice health to get mana and sacrifice mana to get health... the exchange is small enough that you will lose more mana healing than you would gain getting hit. So you still get punished, the punishment is lessened as you get some resources back in order to heal yourself but you are still going to end up losing more resources trying to keep your health up than you would if you played normally. So it's high risk low reward, you aren't gonna sustain forever on just a catalyst but instead you are giving up an even more valuable resource in exchange for mana which will just wind up getting you killed.
the point is, the rewards of good play - dodging skillshots, landing skillshots - are diminished, and the cost of bad play - getting damaged, missing skillshots, are lessened. Both of which are very unhealthy to the game however small the effects may feel. Besides, HP wise the new RoA would be fine. Mana is what matters; whether AP champions can get it with HP or not. If RoA can no longer provide both of those stats, than AP champions are essentially losing one valuable build path.
Rioter Comments

hayance

Level 30 (EUW)
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