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That would be true if FoN was balanced around solely tanks picking it up - which is untrue, as you'll hear many languished cries about being unable to be built on fighters.
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I'm unable to tell what you're suggesting. It sounds you're trying to say if it was balanced around tanks picking it up, fighters would have a field day with it. But it also sounds like you're trying to say that if it is balanced the opposite way, that it wouldn't be usable by tanks.
I never heard anyone cry about Force of Nature on Jarvan. Singed? Sure. Lee Sin and Riven? Not once. The only "fighter" I consistently picked it up on was Irelia, but that's mainly because she's a disaster all together. I would pick it up on others if they had an AP top and mid along with a high damaging AP jungler. Chances are though, aside from those special fighter cases, only tanks facing high magic damage teams ever picked it up. And even then, others opted for Aegis and such.
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Offering Tier 3 boot enchants that augment speed, minor MS items like Twin Shadows *and* having Force of Nature in the game is overkill on movement speed in the stacked case. There's never a scenario where movement speed isn't the best statistic you could have in terms of positioning and a team fight.
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Isn't that why there are diminishing returns on movement speed? Movement speed is fantastic an all, probably one of the strongest stats in the game, but if you're foregoing other statistics solely to get more of one, aren't you hindering yourself? A tank with 600 movement speed is still peelable. If the tank is too fast, then their team can't keep up. If the tank is being peeled and keeps coming back, chances are they're not actually helping their team and/or dying quickly due to multiple bad initiates. No matter how fast you are, a bad initiate is still a bad initiate and can still cost a game. Positioning in a team fight is much more crucial to the likes of an AD carry than a tank. If this were a case of a carry getting infinite speed, it would be a problem. Tanks having infinite speed? They're still able to be kited and they're still able to be peeled via team effort, just like they are now.
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Some examples of AP Control - Swain, Anivia, Amumu, Singed, Rumble - they are predominantly characters who control space around themselves very well - but don't offer the amount of burst that other characters do.
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I see. I would have to agree with you that the item seems very appealing on those characters now that I know how it works with DoT. Those who have built in slows and do DoT. But I have to say that I don't believe it to be entire optimal on Amumu and Singed. It still sounds like a specific case item though. Maybe I'll see it differently as the season plays out some more. I've only tried it myself on a few characters, but I've seen it done on a lot of them.
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When we made Liandry's - we actually were intent on binding it to Rylai's - that's why Liandry's has the slow cause in the first place - we designed them as sister items to one another - good with each other but not overbearing when stacked. This also let us make the base case for Liandry's fairly weak on most burst casters - because it was designed with sister effects in mind.
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That might be why I feel like it's a weaker item. I need to be a character that a Haunting Guise sounds like a good rush on to get the full effect, and I need to be someone who has a slow or I would build Rylai's on so that I don't feel like I'm not fully using the item. The potential is there, but not always accessible.
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We actually put in Homeguard to exclusively keep this strategy in check.
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That doesn't change much of anything though. For all non-Shens, it still means your team is down a guy and the enemy team either has to try to make a move then or they have to come stop you. For all Shens, if the team tries to stop you, you were still successful. If the team doesn't try to stop you, you're about to join your team for the fight.
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If they cast out of range of you and enter the range of the aura, they don't get the CDR. If they cast in range of you and exit, they get the fully benefit even not in the aura.
This makes it weird - because half the time, they don't get the CDR effect because they have to do other things like initiate, or kite, or etc.
Making it global would actually help this quite a bit - but I'm questioning as to whether Soul Shroud will then be seen as a 'must-buy' on someone.
That rewrite is actually fairly large - but also doesn't quite produce the effect of CDR that we currently have. Rate increases are of equal power no matter how much rate increase you have - while CDR gets exponentially more powerful the more CDR you have - so hard spec'ing into CDR gives far better returns (and that's what allows it to function well as a build.)
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That sounds exactly like how I thought it worked. That encouraged me to be part of the team when I had it. To make sure everybody gets their effect, I would always be nearby helping em out. Similar to having Aegis, there's no point in having it if I'm not next to my team. Even just like a big size increase in the aura of it would help fix that problem. Bumping it up to like 1500 would ensure that everyone got the benefit if you're nearby. A 10% global CDR aura sounds very godlike in my opinion. If it gave other reasonable stats, I see no reason why something like that wouldn't be core on a lot of supports.