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Originally Posted by Xypherous
Words in the first post.
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I feel like you've buffed poking too much with its removal though. Sure it was somewhat situational, but so was lots of poke damage. FoN was actually both a direct and potent counter to any and all poke damage from any damage type. This is because it guaranteed 8HP + .35% of your max hp every second while granting movement speed to dodge the impending poke.
Sure there's still Warmog's + SV, but this is definitely more of an early game combo at best since the % health regen is just simply not enough on its own to sustain you. You never see the +46 pop up every half second on Mundo or +60ish on Garen that you used to see.
Compare the 2 combos before and after nerfs.
A Warmog's/FoN character had +70-80 HP/5, +950-1350HP (iirc), and +.35% HP/s which added at least 20HP/5 from just the 2 items. So you have 2 items that ensure you regen 20HP/s while protecting you from magic damage poke on top of that.
Now with SV and Warmog's you get +1200 HP, and a whopping (woohoo) .36% of your max HP/s. That number on the end looks higher, but lacks the 16HP/s the original 2 could give you, so unless you're a 2 hour game Sion, it's not happening. If you're keeping score, it amounts (from just the items) to about 20HP/5. Very weak by comparison.
Quote:
Originally Posted by Xypherous
Yeah, I fully agree we probably need a premium end-game health regeneration item - The trouble here is how to avoid making a premium *mid-game* rushed health regeneration item rather than a premium end-game health regeneration item.
I kind of want to try tripled passive regeneration on Warmog's if you haven't been damaged by champions in the last X seconds - but we'll see.
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Edit: I like this idea, give it the ol' Heart of Tarrasque treatment.