I don't like Riot nerfing the health-pot start, it enabled a lot of champions with terrible matchups to survive. They gave up useful stats for sustain, and if for any reason it didn't work out, they were really far behind. It bugs me that Riot is trying to limit starting builds. Next we will only be able to buy Dorans items for the first 3 minutes of the game.
They also messed around with Doran's which pushed everyone to pots and boots, and then they threw a tantrum about everyone taking boots, so they made it so you could go pots and whatever on purpose, now because they still have no idea what the hell they're doing, now pots is the ultimate sin against all creation. How about no one start with any items at all, since every time someone finds a good start that absolutely anyone can choose to take, but some people opt not to, their only answer is to drive it into the ground.
5 health pots should be more then enough to survive against bad match ups. I understand why they're doing it. It seems silly to have that much sustain early on. especially on snowball champions with energy like akali, she should be able to be punished for her early weaknesses.
My point is that their reasoning is schizophrenic at best. They'll go back to reducing the cost of Doran's down the line you can take one and a pot or two and we will have come full circle. Also, there's things like nerfing Lux's movespeed. They buffed the movespeed of -everyone- to dissuade people from going boots and pots. I just checked and before that her movespeed was exactly the same. They buffed everyone the same amount, so she's not faster than any of the champions that were already faster than her anyway. It wasn't an issue for -years-, now all of the sudden people are having fun and winning, and we can't have that.
The only thing I'm taking away from this is that I shouldn't play anyone I enjoyed playing that is doing well at LCS. As before, instead of giving people time to develop counters and strategies, they just hand out nerfs needed or not.
On another note, Karma still doesn't feel right.
WHAT?
The reasoning is pretty solid, they're not taking a dart and throwing it at a board to figure out what they want to nerf today and how, that has got to be the strangest thing I have heard in this thread.
Luxes changes to her movespeed make sense, they didn't want to hurt her damage, they wanted to tone down her movement. It makes her more vulnerable. Her range on her spells, and CC make her a very safe pick. If you lower her movement speed you increase the chance that champions will catch her, making the player have to think about where they are, rather then throwing down spells. lazering and skipping off into the sunset. This is a pefect way of balancing a champion with out having to nerf their damage output. Still fun to play, just a little more thinking required/ How is that making her less fun?
If you're no longer enjoying champions because they had their numbers balanced, then don't play this game. That is a really goosey attitude to take. I'd love to see a list of champions you played, that were played in the LCS, got nerfed and are no longer 'viable'? (I use that term loosely.)
The pots start made it so a section of manaless champions had no trouble during what is considered their early weak game. It made it far easier to transition into their mid/late game with no real way of punishing them that didn't force you to put yourself in a vulnerable position.
5 pots is really not the end of the world. It just means people will have to go back and buy more often. It means they can be pushed out of lane against early game champions. This will not make any champion no longer viable.
i don't get why people are surprised when outlying best strategies/champs are nerfed instead of every single other strategy/champion being brought up to that level
0
BethrynUnhappiness is MandatoryRegistered Userregular
It's a matter of cost analysis.
9/13 potion starts are deeply prohibitive for enemy characters who use mana to lane against.
When you're expending mana, you're always trying to get the most "bang" out of it; that is, you want your mana to do the most possible lasting damage. Each health potion an enemy is carrying diminishes that slightly, as does health regen, lifesteal, resistances and crystalline flask. This is why, for example, people tend not to expend all their mana at level 1; because the level 1 version of their damage skill is going to get a lot more efficient at level 3, which isn't that far away.
It's also why low-risk energy/costless champions are very effective at farming and pressuring, and why Riven's health regeneration was nerfed.
i don't get why people are surprised when outlying best strategies/champs are nerfed instead of every single other strategy/champion being brought up to that level
Because Riot clearly hates anyone having fun and is actually just out to try and make all their players as miserable as possible. They wait until people are having fun with a particular champion or build and then *BAM* they pounce on it with a Nerf and snuff it out like a spent cigarette all the while laughing and stroking their bags of money as they kick puppies and drown cats.
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
I don't like Riot nerfing the health-pot start, it enabled a lot of champions with terrible matchups to survive. They gave up useful stats for sustain, and if for any reason it didn't work out, they were really far behind. It bugs me that Riot is trying to limit starting builds. Next we will only be able to buy Dorans items for the first 3 minutes of the game.
They also messed around with Doran's which pushed everyone to pots and boots, and then they threw a tantrum about everyone taking boots, so they made it so you could go pots and whatever on purpose, now because they still have no idea what the hell they're doing, now pots is the ultimate sin against all creation. How about no one start with any items at all, since every time someone finds a good start that absolutely anyone can choose to take, but some people opt not to, their only answer is to drive it into the ground.
5 health pots should be more then enough to survive against bad match ups. I understand why they're doing it. It seems silly to have that much sustain early on. especially on snowball champions with energy like akali, she should be able to be punished for her early weaknesses.
My point is that their reasoning is schizophrenic at best. They'll go back to reducing the cost of Doran's down the line you can take one and a pot or two and we will have come full circle. Also, there's things like nerfing Lux's movespeed. They buffed the movespeed of -everyone- to dissuade people from going boots and pots. I just checked and before that her movespeed was exactly the same. They buffed everyone the same amount, so she's not faster than any of the champions that were already faster than her anyway. It wasn't an issue for -years-, now all of the sudden people are having fun and winning, and we can't have that.
The only thing I'm taking away from this is that I shouldn't play anyone I enjoyed playing that is doing well at LCS. As before, instead of giving people time to develop counters and strategies, they just hand out nerfs needed or not.
On another note, Karma still doesn't feel right.
The fact that you actually think they nerf things based on people having fun absolutely blows my mind. OR the idea that you think they make any changes whatsoever based on malice. I'm hoping you are just exaggerating here because otherwise it must be a truly fascinating view of the world from inside your head.
I was being sarcastic. The part about not giving anyone time to do anything that requires thought to develop strategies is still a valid point, just like Hashishin talked about a few months back, or even further back when Elementz was talking about how they introduced way too many new items and item effects up front, the best example being Black Cleaver at that time. Or nerfing resistances and being dismayed/surprised that everyone went to health, and then most of the champions coming out now do % health damage as their answer. Decline of pure tanks, and lack of itemization as Gustaf has been talking about the last few months. Indecision on the meta, wherein tools aren't available to teach people in normals roles and their importance, and indifference which leads to crappy ranked matches because the other 4 guys took junglers and supports because "There are no assigned roles" or "There is no official meta". It just goes on and on.
I don't like Riot nerfing the health-pot start, it enabled a lot of champions with terrible matchups to survive. They gave up useful stats for sustain, and if for any reason it didn't work out, they were really far behind. It bugs me that Riot is trying to limit starting builds. Next we will only be able to buy Dorans items for the first 3 minutes of the game.
They also messed around with Doran's which pushed everyone to pots and boots, and then they threw a tantrum about everyone taking boots, so they made it so you could go pots and whatever on purpose, now because they still have no idea what the hell they're doing, now pots is the ultimate sin against all creation. How about no one start with any items at all, since every time someone finds a good start that absolutely anyone can choose to take, but some people opt not to, their only answer is to drive it into the ground.
5 health pots should be more then enough to survive against bad match ups. I understand why they're doing it. It seems silly to have that much sustain early on. especially on snowball champions with energy like akali, she should be able to be punished for her early weaknesses.
My point is that their reasoning is schizophrenic at best. They'll go back to reducing the cost of Doran's down the line you can take one and a pot or two and we will have come full circle. Also, there's things like nerfing Lux's movespeed. They buffed the movespeed of -everyone- to dissuade people from going boots and pots. I just checked and before that her movespeed was exactly the same. They buffed everyone the same amount, so she's not faster than any of the champions that were already faster than her anyway. It wasn't an issue for -years-, now all of the sudden people are having fun and winning, and we can't have that.
The only thing I'm taking away from this is that I shouldn't play anyone I enjoyed playing that is doing well at LCS. As before, instead of giving people time to develop counters and strategies, they just hand out nerfs needed or not.
On another note, Karma still doesn't feel right.
The fact that you actually think they nerf things based on people having fun absolutely blows my mind. OR the idea that you think they make any changes whatsoever based on malice. I'm hoping you are just exaggerating here because otherwise it must be a truly fascinating view of the world from inside your head.
I was being sarcastic. The part about not giving anyone time to do anything that requires thought to develop strategies is still a valid point, just like Hashishin talked about a few months back, or even further back when Elementz was talking about how they introduced way too many new items and item effects up front, the best example being Black Cleaver at that time. Or nerfing resistances and being dismayed/surprised that everyone went to health, and then most of the champions coming out now do % health damage as their answer. Decline of pure tanks, and lack of itemization as Gustaf has been talking about the last few months. Indecision on the meta, wherein tools aren't available to teach people in normals roles and their importance, and indifference which leads to crappy ranked matches because the other 4 guys took junglers and supports because "There are no assigned roles" or "There is no official meta". It just goes on and on.
Ah I think i'm starting to see your problem.
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
part of the problem with the starts in this game is that the gold efficiency is all cockeyed and bigger items are more efficient than smaller ones. so the ideal start gives you just enough to do well in lane and then you save for a big item instead of actually wanting to buy something small at start that you can use all game b/c it's relatively cost efficient.
also the gold costs for cheap stuff is weird and probably too high. some of the stuff you might want to actually start with to build into something later (sapphire/red crystal, long sword/amp tome) cost too much for you actually be able to do well in lane if you buy it
I don't like Riot nerfing the health-pot start, it enabled a lot of champions with terrible matchups to survive. They gave up useful stats for sustain, and if for any reason it didn't work out, they were really far behind. It bugs me that Riot is trying to limit starting builds. Next we will only be able to buy Dorans items for the first 3 minutes of the game.
They also messed around with Doran's which pushed everyone to pots and boots, and then they threw a tantrum about everyone taking boots, so they made it so you could go pots and whatever on purpose, now because they still have no idea what the hell they're doing, now pots is the ultimate sin against all creation. How about no one start with any items at all, since every time someone finds a good start that absolutely anyone can choose to take, but some people opt not to, their only answer is to drive it into the ground.
5 health pots should be more then enough to survive against bad match ups. I understand why they're doing it. It seems silly to have that much sustain early on. especially on snowball champions with energy like akali, she should be able to be punished for her early weaknesses.
My point is that their reasoning is schizophrenic at best. They'll go back to reducing the cost of Doran's down the line you can take one and a pot or two and we will have come full circle. Also, there's things like nerfing Lux's movespeed. They buffed the movespeed of -everyone- to dissuade people from going boots and pots. I just checked and before that her movespeed was exactly the same. They buffed everyone the same amount, so she's not faster than any of the champions that were already faster than her anyway. It wasn't an issue for -years-, now all of the sudden people are having fun and winning, and we can't have that.
The only thing I'm taking away from this is that I shouldn't play anyone I enjoyed playing that is doing well at LCS. As before, instead of giving people time to develop counters and strategies, they just hand out nerfs needed or not.
On another note, Karma still doesn't feel right.
WHAT?
The reasoning is pretty solid, they're not taking a dart and throwing it at a board to figure out what they want to nerf today and how, that has got to be the strangest thing I have heard in this thread.
Luxes changes to her movespeed make sense, they didn't want to hurt her damage, they wanted to tone down her movement. It makes her more vulnerable. Her range on her spells, and CC make her a very safe pick. If you lower her movement speed you increase the chance that champions will catch her, making the player have to think about where they are, rather then throwing down spells. lazering and skipping off into the sunset. This is a pefect way of balancing a champion with out having to nerf their damage output. Still fun to play, just a little more thinking required/ How is that making her less fun?
If you're no longer enjoying champions because they had their numbers balanced, then don't play this game. That is a really goosey attitude to take. I'd love to see a list of champions you played, that were played in the LCS, got nerfed and are no longer 'viable'? (I use that term loosely.)
The pots start made it so a section of manaless champions had no trouble during what is considered their early weak game. It made it far easier to transition into their mid/late game with no real way of punishing them that didn't force you to put yourself in a vulnerable position.
5 pots is really not the end of the world. It just means people will have to go back and buy more often. It means they can be pushed out of lane against early game champions. This will not make any champion no longer viable.
I get what you're saying, but they globally buffed all movespeed...by 15 I think it was? She by comparison isn't any faster than she was before because everyone else went up by 15 as well. If Lux was taking boots and pots and the enemy mid was also taking boots and pots, the exact same situation occurs, she isn't any faster in comparison to who she was up against. Now suddenly "she's moving too fast" and they nerf just her speed, so now everyone else in league is at least 10 above her (there may have been one or two others who may have got a movespeed nerf, couldn't find anything on lolwiki).
All I'm saying is she was comparatively not any faster now then she was then, and there wasn't a single problem for what, a year and half? LCS teams started playing "Protect Lux if she gets through bans" instead of "Protect the Ranged AD Carry" and that warranted a nerf, but protecting any AD player that isn't Cop is ok? (because Cop manages to get away a good chunk of the time whther the rest of his team protects him or not). In both situations, you aren't going to touch Lux or the AD most of the time because the team built itself that way. If the argument is too much CC, why didn't the enemy team have one or two guys with a Mercurial or Scimitar or a cleanse. Isn't that a "building items tailored to your situation" sort of situation? I mean, if even the LCS guys aren't bothering outside of Merc treads, and then the Lux goes on killing sprees, who is at fault for that? Admittedly it might not be optimal to some builds, but we're into week 9 soon, if they let her through, someone should have adapted by now, instead of "Unable to catch her, nerf her". Also notice I didn't say a thing about the Ult. I'm just questioning the rationale of the movespeed change in the face of the distinct possibility she'll still keep up a murderspree at the pro level with this protect startegy, and then what, knock another 10 off so she's the slowest in the game and would be required to always start boots, no exceptions?
I'd rather have an accessible draft mode for TT honestly, especially since Nome tends to overdo everything, but I guess maybe it would die just as quickly as the Dominion one did.
also the gold costs for cheap stuff is weird and probably too high. some of the stuff you might want to actually start with to build into something later (sapphire/red crystal, long sword/amp tome) cost too much for you actually be able to do well in lane if you buy it
Last season, maybe, but it makes sense for large items to be more gold efficient, it's not over the top anymore, and it would feel kind of bad upgrading them if they weren't. It would be cool if there were an equivalent to iron branches, but I don't know how that would work in this game.
dominion draft died because there was no queue dodge penalty, you could dodge and just immediately requeue and so no one went until they fucking loved their team
now it has a queue dodge penalty but it took so long that the damage was done
I don't like Riot nerfing the health-pot start, it enabled a lot of champions with terrible matchups to survive. They gave up useful stats for sustain, and if for any reason it didn't work out, they were really far behind. It bugs me that Riot is trying to limit starting builds. Next we will only be able to buy Dorans items for the first 3 minutes of the game.
They also messed around with Doran's which pushed everyone to pots and boots, and then they threw a tantrum about everyone taking boots, so they made it so you could go pots and whatever on purpose, now because they still have no idea what the hell they're doing, now pots is the ultimate sin against all creation. How about no one start with any items at all, since every time someone finds a good start that absolutely anyone can choose to take, but some people opt not to, their only answer is to drive it into the ground.
5 health pots should be more then enough to survive against bad match ups. I understand why they're doing it. It seems silly to have that much sustain early on. especially on snowball champions with energy like akali, she should be able to be punished for her early weaknesses.
My point is that their reasoning is schizophrenic at best. They'll go back to reducing the cost of Doran's down the line you can take one and a pot or two and we will have come full circle. Also, there's things like nerfing Lux's movespeed. They buffed the movespeed of -everyone- to dissuade people from going boots and pots. I just checked and before that her movespeed was exactly the same. They buffed everyone the same amount, so she's not faster than any of the champions that were already faster than her anyway. It wasn't an issue for -years-, now all of the sudden people are having fun and winning, and we can't have that.
The only thing I'm taking away from this is that I shouldn't play anyone I enjoyed playing that is doing well at LCS. As before, instead of giving people time to develop counters and strategies, they just hand out nerfs needed or not.
On another note, Karma still doesn't feel right.
WHAT?
The reasoning is pretty solid, they're not taking a dart and throwing it at a board to figure out what they want to nerf today and how, that has got to be the strangest thing I have heard in this thread.
Luxes changes to her movespeed make sense, they didn't want to hurt her damage, they wanted to tone down her movement. It makes her more vulnerable. Her range on her spells, and CC make her a very safe pick. If you lower her movement speed you increase the chance that champions will catch her, making the player have to think about where they are, rather then throwing down spells. lazering and skipping off into the sunset. This is a pefect way of balancing a champion with out having to nerf their damage output. Still fun to play, just a little more thinking required/ How is that making her less fun?
If you're no longer enjoying champions because they had their numbers balanced, then don't play this game. That is a really goosey attitude to take. I'd love to see a list of champions you played, that were played in the LCS, got nerfed and are no longer 'viable'? (I use that term loosely.)
The pots start made it so a section of manaless champions had no trouble during what is considered their early weak game. It made it far easier to transition into their mid/late game with no real way of punishing them that didn't force you to put yourself in a vulnerable position.
5 pots is really not the end of the world. It just means people will have to go back and buy more often. It means they can be pushed out of lane against early game champions. This will not make any champion no longer viable.
I get what you're saying, but they globally buffed all movespeed...by 15 I think it was? She by comparison isn't any faster than she was before because everyone else went up by 15 as well. If Lux was taking boots and pots and the enemy mid was also taking boots and pots, the exact same situation occurs, she isn't any faster in comparison to who she was up against. Now suddenly "she's moving too fast" and they nerf just her speed, so now everyone else in league is at least 10 above her (there may have been one or two others who may have got a movespeed nerf, couldn't find anything on lolwiki).
All I'm saying is she was comparatively not any faster now then she was then, and there wasn't a single problem for what, a year and half? LCS teams started playing "Protect Lux if she gets through bans" instead of "Protect the Ranged AD Carry" and that warranted a nerf, but protecting any AD player that isn't Cop is ok? (because Cop manages to get away a good chunk of the time whther the rest of his team protects him or not). In both situations, you aren't going to touch Lux or the AD most of the time because the team built itself that way. If the argument is too much CC, why didn't the enemy team have one or two guys with a Mercurial or Scimitar or a cleanse. Isn't that a "building items tailored to your situation" sort of situation? I mean, if even the LCS guys aren't bothering outside of Merc treads, and then the Lux goes on killing sprees, who is at fault for that? Admittedly it might not be optimal to some builds, but we're into week 9 soon, if they let her through, someone should have adapted by now, instead of "Unable to catch her, nerf her". Also notice I didn't say a thing about the Ult. I'm just questioning the rationale of the movespeed change in the face of the distinct possibility she'll still keep up a murderspree at the pro level with this protect startegy, and then what, knock another 10 off so she's the slowest in the game and would be required to always start boots, no exceptions?
Changes to Lux in the last year and a half or so
v1.0.0.151 - 2012-11-12
Final Spark visual effects no longer appear at the wrong angle if aimed beyond the edge of the map
v1.0.0.142 - 2012-07-06
Base Mana Regen per 5 seconds increased to 6.6 from 5.6
Light Binding
Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120
Finales Funkeln
Mana cost reduced to 100 at all ranks from 100/150/200
Cast range now displays on the mini-map
v1.0.0.138 - 2012-04-17
Fixed a bug where Lucent Singularity's cooldown was 11 seconds instead of 10
v1.0.0.135 - 2012-02-29
Lucent Singularity
Now additionally grants vision while in flight to its destination
Now starts its cooldown when cast rather than when detonated
Cooldown increased to 10 seconds from 9
Now displays a buff showing how long Lucent Singularity will last until it automatically detonates
Finales Funkeln
Now grants vision of the affected area during the spell and vision of enemy champions hit for a short duration afterwards
Lux can no longer use Flash while casting Finales Funkeln
v1.0.0.131 - 2011-12-13
Prismatic Barrier
Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
Missile speed increased to 1400 from 1200
Lucent Singularity cooldown reduced to 9 seconds from 11
v1.0.0.123 - 2011-08-09
Updated Lux's autoattack to feel more responsive and increased its missile speed
Light Binding cooldown reduced to 15/14/13/12/11 seconds from 16/15/14/13/12 seconds
Just because they haven't touched ONE aspect of her (movement speed) doesn't mean that it wasn't warranted. They have tried quite a few tweaks on her to get her into a good spot and obviously felt that the rest of her stuff is pretty spot on but that because of her strong CC that it was a bit too easy for her to kite around and stay ahead of enemies. Sometimes you need to let things settle for awhile and see how they shape up before deciding to tweak a particular aspect. Using a length of time as some sort of indicator that everything was fine and dandy is absurd. Lux has long been considered incredibly strong (pretty much ever since her mana cost reductions). She hasn't exactly been out of control though and this change isn't exactly catastrophic either and won't really hurt her aside from having her push into earlier boots.
Which itself doesn't signify that they were somehow incorrect in trying to move away from early boots for every champion. They may have buffed champions across the board but in general champions have a fairly large variety in their movement speeds from champ to champ so making one champion a bit slower because of her kit really doesn't signify anything beyond "This champion has a strong CC kit and is a bit too mobile so we are knocking down her movement to compensate a little"
NNID: delphinidaes Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
the reasoning behind the movespeed change was that it was dumb that she had both above average range on all of her skills AND above average movespeed for a ranged champion.
it's not even that sizable a nerf so I'm not sure why you are so upset about it
I think they might be slowing pushing Quinn towards a top-lane role since her kit really doesn't work that well for an AD carry.
No, she sucks there too because she can't build bruiser and be useful. She's just another ADC once your team hits teamfighting stage (and one of the worst ones at that.) The Q change is so that she's a bit more powerful with baron buff. Lots of other ADCs have AP ratios as well, it only makes sense.
I completely understand the health pot nerf but I don't know how much I like it because I like stacking consumables on Cho (7hp/2mana/2wards) and then seeing how well I can pretend other people don't exist. Like. I buy a few extra wards not because I had the money to but I usually decide I'm not leaving lane yet (usually because I've used like four of my starting HP pots) so I might as well just put another ward down so I can stay another three minutes and not give a fuck.
Sometimes I'll challenge myself by putting wards in spots that I don't necessarily HAVE to ward but I do it anyways just to see if I can make something happen in those three minutes I just lost.
Sometimes I'll still back when I have three thousand gold.
Honestly I think they should have just nerfed the duration on the root on Light Binding a little
But what do I know
It's not really that long, considering what you have to do to get it, and unlike most other mages she doesn't have a stun or silence to stop you from casting spells at her. Morgana's Q goes up to 3 seconds, does more damage, is on a shorter cooldown, and has slightly longer range.
That's because fist is force's hot younger sister and a really great time, but when it comes to hurting a man and breaking hearts then force just has that extra kick you want.
That's because fist is force's hot younger sister and a really great time, but when it comes to hurting a man and breaking hearts then force just has that extra kick you want.
To be fair, I think I haven't internalized that it's 350 gold less than at the beginning of S3, which is a fairly significant difference. But I still think it's a kind of dumb combination of stats, and with the utility from phage nerfed....
Also, on PBE Wither now only slows AS for half of the MS amount. That is far more generous of them than I was expecting.
The MS nerf to Lux is because she's fucking impossible to gank.
HEY THERE LUX, YOU TOOK THE FAERIE/POTS/WARD START? GOOD THING MY MID WAS ON THE BALL AND SPOTTED YOUR WARD PLACEMENT SO I CAN AVOID IT.
AWWW YEAH SON YOU'RE SLIGHTLY PUSHED UP BECAUSE YOU'RE TRYING TO AUTO ATTACK MY MID LANER WHILE I COME AROUND FROM BEHIND. I BET YOU'RE GOING TO SEND OUT YOUR ROOT IN A WAY WHERE I HAVE TO CHOOSE TO EITHER RUN AWAY FROM YOU (CAUSING A FAILED GANK) OR EAT THE ROOT (CAUSING A FAILED GANK), HUH? TOO BAD I'M GANGPLANK WITH GHOST AND I EAT AN ORANGE IMMEDIATELY.
NOW I'M GOING TO PARRRRLEY YOU WITH RED BUFF CAUSING YOU TO BE DOUBLE SLOWED. IT'S A SHAME IT DOESN'T DEAL ANY DAMAGE BECAUSE YOU HAVE A SHIELD WITH ZERO CAST TIME.
AWW YEAH, I'M IN MELEE RANGE AND I'M GONNA AUTO ATTA- oh your slow field is back up and my ghost wore off and your jungler has responded. Guess I'll go fucking kill myself because that's as good as fucking anything against a Lux.
It would probably be helpful to play a jungler with actual ganks instead of Gangplank...
Level 3 Gangplank ganks are pretty fantastic with redbuff. Second only to Fizz with Ignite, tied with 21 offense J4.
Come in behind them, Parrrley. Their only escape at this point is to flash to your current position, where you get off two autos and a second Parrrley (which is about 70-80% of your HP at that level), or to run to the bushes and flash over the wall (where I then ghost to you and you die if your jungler isn't at red/wraiths). The only people who can survive it are Lux, full health Diana, and Kayles who went EQW instead of EQQ.
Response to Lux: Shaco. Zac. Nautilus. Tree. Mummy. Lee Sin. J4 because his E>Q gives no fuck about your snares or slows.
Lux sees you for a split second before you can cast your gap closer, and she shields herself. You jump on her, she launches a point blank root and walks away with minimal damage.
Posts
new R
Mantra
200 Mana
On cast, Karma is actually fun to play for the duration of her next spell cast.
1 hour cool down.
Draven/Thresh is my new least favourite lane to play against.
Me as Diana, Jax, Caitlin, Leona, and Fizz who fed her nomnomnom.
The point is not necessarily that there is no snare or stun, but that the capability to use it wasn't there. All I could do was run away.
Next time you're playing Diana and a Kat ults you, use your E.
WHAT?
The reasoning is pretty solid, they're not taking a dart and throwing it at a board to figure out what they want to nerf today and how, that has got to be the strangest thing I have heard in this thread.
Luxes changes to her movespeed make sense, they didn't want to hurt her damage, they wanted to tone down her movement. It makes her more vulnerable. Her range on her spells, and CC make her a very safe pick. If you lower her movement speed you increase the chance that champions will catch her, making the player have to think about where they are, rather then throwing down spells. lazering and skipping off into the sunset. This is a pefect way of balancing a champion with out having to nerf their damage output. Still fun to play, just a little more thinking required/ How is that making her less fun?
If you're no longer enjoying champions because they had their numbers balanced, then don't play this game. That is a really goosey attitude to take. I'd love to see a list of champions you played, that were played in the LCS, got nerfed and are no longer 'viable'? (I use that term loosely.)
The pots start made it so a section of manaless champions had no trouble during what is considered their early weak game. It made it far easier to transition into their mid/late game with no real way of punishing them that didn't force you to put yourself in a vulnerable position.
5 pots is really not the end of the world. It just means people will have to go back and buy more often. It means they can be pushed out of lane against early game champions. This will not make any champion no longer viable.
9/13 potion starts are deeply prohibitive for enemy characters who use mana to lane against.
When you're expending mana, you're always trying to get the most "bang" out of it; that is, you want your mana to do the most possible lasting damage. Each health potion an enemy is carrying diminishes that slightly, as does health regen, lifesteal, resistances and crystalline flask. This is why, for example, people tend not to expend all their mana at level 1; because the level 1 version of their damage skill is going to get a lot more efficient at level 3, which isn't that far away.
It's also why low-risk energy/costless champions are very effective at farming and pressuring, and why Riven's health regeneration was nerfed.
Because Riot clearly hates anyone having fun and is actually just out to try and make all their players as miserable as possible. They wait until people are having fun with a particular champion or build and then *BAM* they pounce on it with a Nerf and snuff it out like a spent cigarette all the while laughing and stroking their bags of money as they kick puppies and drown cats.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
I was being sarcastic. The part about not giving anyone time to do anything that requires thought to develop strategies is still a valid point, just like Hashishin talked about a few months back, or even further back when Elementz was talking about how they introduced way too many new items and item effects up front, the best example being Black Cleaver at that time. Or nerfing resistances and being dismayed/surprised that everyone went to health, and then most of the champions coming out now do % health damage as their answer. Decline of pure tanks, and lack of itemization as Gustaf has been talking about the last few months. Indecision on the meta, wherein tools aren't available to teach people in normals roles and their importance, and indifference which leads to crappy ranked matches because the other 4 guys took junglers and supports because "There are no assigned roles" or "There is no official meta". It just goes on and on.
Ah I think i'm starting to see your problem.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Diana Jax Leona can all stop her, what.
also the gold costs for cheap stuff is weird and probably too high. some of the stuff you might want to actually start with to build into something later (sapphire/red crystal, long sword/amp tome) cost too much for you actually be able to do well in lane if you buy it
Thank you skippy for taking Nami away from me.
I get what you're saying, but they globally buffed all movespeed...by 15 I think it was? She by comparison isn't any faster than she was before because everyone else went up by 15 as well. If Lux was taking boots and pots and the enemy mid was also taking boots and pots, the exact same situation occurs, she isn't any faster in comparison to who she was up against. Now suddenly "she's moving too fast" and they nerf just her speed, so now everyone else in league is at least 10 above her (there may have been one or two others who may have got a movespeed nerf, couldn't find anything on lolwiki).
All I'm saying is she was comparatively not any faster now then she was then, and there wasn't a single problem for what, a year and half? LCS teams started playing "Protect Lux if she gets through bans" instead of "Protect the Ranged AD Carry" and that warranted a nerf, but protecting any AD player that isn't Cop is ok? (because Cop manages to get away a good chunk of the time whther the rest of his team protects him or not). In both situations, you aren't going to touch Lux or the AD most of the time because the team built itself that way. If the argument is too much CC, why didn't the enemy team have one or two guys with a Mercurial or Scimitar or a cleanse. Isn't that a "building items tailored to your situation" sort of situation? I mean, if even the LCS guys aren't bothering outside of Merc treads, and then the Lux goes on killing sprees, who is at fault for that? Admittedly it might not be optimal to some builds, but we're into week 9 soon, if they let her through, someone should have adapted by now, instead of "Unable to catch her, nerf her". Also notice I didn't say a thing about the Ult. I'm just questioning the rationale of the movespeed change in the face of the distinct possibility she'll still keep up a murderspree at the pro level with this protect startegy, and then what, knock another 10 off so she's the slowest in the game and would be required to always start boots, no exceptions?
now it has a queue dodge penalty but it took so long that the damage was done
Changes to Lux in the last year and a half or so
Final Spark visual effects no longer appear at the wrong angle if aimed beyond the edge of the map
v1.0.0.142 - 2012-07-06
Base Mana Regen per 5 seconds increased to 6.6 from 5.6
Light Binding
Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120
Finales Funkeln
Mana cost reduced to 100 at all ranks from 100/150/200
Cast range now displays on the mini-map
v1.0.0.138 - 2012-04-17
Fixed a bug where Lucent Singularity's cooldown was 11 seconds instead of 10
v1.0.0.135 - 2012-02-29
Lucent Singularity
Now additionally grants vision while in flight to its destination
Now starts its cooldown when cast rather than when detonated
Cooldown increased to 10 seconds from 9
Now displays a buff showing how long Lucent Singularity will last until it automatically detonates
Finales Funkeln
Now grants vision of the affected area during the spell and vision of enemy champions hit for a short duration afterwards
Lux can no longer use Flash while casting Finales Funkeln
v1.0.0.131 - 2011-12-13
Prismatic Barrier
Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
Missile speed increased to 1400 from 1200
Lucent Singularity cooldown reduced to 9 seconds from 11
v1.0.0.123 - 2011-08-09
Updated Lux's autoattack to feel more responsive and increased its missile speed
Light Binding cooldown reduced to 15/14/13/12/11 seconds from 16/15/14/13/12 seconds
Just because they haven't touched ONE aspect of her (movement speed) doesn't mean that it wasn't warranted. They have tried quite a few tweaks on her to get her into a good spot and obviously felt that the rest of her stuff is pretty spot on but that because of her strong CC that it was a bit too easy for her to kite around and stay ahead of enemies. Sometimes you need to let things settle for awhile and see how they shape up before deciding to tweak a particular aspect. Using a length of time as some sort of indicator that everything was fine and dandy is absurd. Lux has long been considered incredibly strong (pretty much ever since her mana cost reductions). She hasn't exactly been out of control though and this change isn't exactly catastrophic either and won't really hurt her aside from having her push into earlier boots.
Which itself doesn't signify that they were somehow incorrect in trying to move away from early boots for every champion. They may have buffed champions across the board but in general champions have a fairly large variety in their movement speeds from champ to champ so making one champion a bit slower because of her kit really doesn't signify anything beyond "This champion has a strong CC kit and is a bit too mobile so we are knocking down her movement to compensate a little"
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
In unrelated news AD Sona with the new Muramana is now civilization.
it's not even that sizable a nerf so I'm not sure why you are so upset about it
http://leagueoflegends.wikia.com/wiki/Movement_speed
Look at that chart and name another 340 caster that has similar play to lux.
Xerath - has to root for range, combo for CC
Veigar - crazy high cooldowns
Brand - not as snappy, lower range, combo for CC
Malz - no CC beyond ult
All the others at 340 movespeed are melee for at least some of their moves.
first real penta, dag
thank you to gary & thebetman for getting them all in a row for me to plunk
and krunk and nikolai too
Rangers belong in the trees!
But what do I know
Sometimes I'll challenge myself by putting wards in spots that I don't necessarily HAVE to ward but I do it anyways just to see if I can make something happen in those three minutes I just lost.
Sometimes I'll still back when I have three thousand gold.
I call this game "Rammus is Incorrect."
Had something like 1700 gold sitting around at the end, never had a chance to really go back to spend it since we were just pushing so hard.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Orianna mid, 11/5/20
Janna support, 2/6/28
Janna support, 1/0/17
3 games, 3 victories. Silver 1 with 83 LP. I'm on track baby.
Also, on PBE Wither now only slows AS for half of the MS amount. That is far more generous of them than I was expecting.
HEY THERE LUX, YOU TOOK THE FAERIE/POTS/WARD START? GOOD THING MY MID WAS ON THE BALL AND SPOTTED YOUR WARD PLACEMENT SO I CAN AVOID IT.
AWWW YEAH SON YOU'RE SLIGHTLY PUSHED UP BECAUSE YOU'RE TRYING TO AUTO ATTACK MY MID LANER WHILE I COME AROUND FROM BEHIND. I BET YOU'RE GOING TO SEND OUT YOUR ROOT IN A WAY WHERE I HAVE TO CHOOSE TO EITHER RUN AWAY FROM YOU (CAUSING A FAILED GANK) OR EAT THE ROOT (CAUSING A FAILED GANK), HUH? TOO BAD I'M GANGPLANK WITH GHOST AND I EAT AN ORANGE IMMEDIATELY.
NOW I'M GOING TO PARRRRLEY YOU WITH RED BUFF CAUSING YOU TO BE DOUBLE SLOWED. IT'S A SHAME IT DOESN'T DEAL ANY DAMAGE BECAUSE YOU HAVE A SHIELD WITH ZERO CAST TIME.
AWW YEAH, I'M IN MELEE RANGE AND I'M GONNA AUTO ATTA- oh your slow field is back up and my ghost wore off and your jungler has responded. Guess I'll go fucking kill myself because that's as good as fucking anything against a Lux.
Draft seems to avoid a lot of balance issues.
Level 3 Gangplank ganks are pretty fantastic with redbuff. Second only to Fizz with Ignite, tied with 21 offense J4.
Come in behind them, Parrrley. Their only escape at this point is to flash to your current position, where you get off two autos and a second Parrrley (which is about 70-80% of your HP at that level), or to run to the bushes and flash over the wall (where I then ghost to you and you die if your jungler isn't at red/wraiths). The only people who can survive it are Lux, full health Diana, and Kayles who went EQW instead of EQQ.
Lux sees you for a split second before you can cast your gap closer, and she shields herself. You jump on her, she launches a point blank root and walks away with minimal damage.
**ALERT** NOOB DETECTED **ALERT**
wait wat
consummate Ranked mode (AKA DRAFT MODE SRS BSNS) playa