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To be honest.. I don't know which world you live in, but in my world % reduction is stronger than flat reduction. At least that is from 100 armor on. That's not that high.
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http://na.leagueoflegends.com/board/...nehuatl&page=3
Someone was talking about flat pen once; there's a wall of text (bottom of thread) convincing them that it's OP. If you need further convincing to to the Items Discussion forum, and read about the pre-nerf black cleaver and all the rage it entailed. There's a lot of info on this in the forums, but the basic idea (TLDR ahead) is that the damage amp from reducing the armor w/ % mitigation will never come even remotely close to the damage amp from reducing a squishy w/ flat pen. Also, the damage amp from reducing a squishy w/ flat pen can be greater than the damage increase from crit multiplication, even with an inf edge. Having stacking items/abilities which give flat pen is OP. Flat pen is OP.
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You can speed yourself up run behind him and kick him to slow him a little as well as jumping away from him putting you further ahead of him. You can run up to him and jump back to your lane, slowing him, making it easy to land the Q and pull him by that. You can do so many things.. I don't think that there's a need for the kick knocking the enemy away.
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Ok, I'm fine w/ that. So it'll just be a jump now (+the MS from the initial activation)?
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I don't quite know what this is referring to, but yes this adds an AP scaling to auto-hits and the Q's blade.
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It means that you get extra bonus damage from your w on this ability (because it applies on hit effects), and that when you take that bonus damage into account, the base scalings are too high.
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I'd say the whip(chain) travels 0 units per second at first increasing by 100 units every 0.2 seconds up to a maximum of 1000 units or the speed reached till you hit your first enemy. Also it would then stop extending.
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I assume this is the radial speed? Might want to put it in degrees/sec since the "units traveled" will differ for each point along the chain.
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Hitting a target very early on will not benefit you by any means.
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Well yes, why ult if you can just qq.
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I'll increase the extending speed by 250 and reduce the max range by the same amount.
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Well it's a start.
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You need not ignore the Q, you just need to make me get what you think is OP about it.
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It provides a wonderful zoning tool, similar cc to an ability with twice its cd, and which does no damage. Furthermore it provides wonderful synergy with the rest of your kit, completely screwing over anyone caught by it. You've argued that blitz's has longer range, and his pull does. But blitz's pull isn't line of affect (single target, not multi). Blitz's pull can be completely nullified by walking behind a minion. Blitzcrank's pull doesn't have a reset mechanism. Blitzcrank's pull has a longer cd, and costs more mana. No other pull can crit, and the only other one which applies any form of on hit effect is Darius's, which mearly applies a stack of his passive. You realize you have an AoE ability which applies on hit effects right? In season 3? Where the game was redesigned so that on-hit builds would be op, and the only limiting agent is that you'd have to buy extremely expensive items to make your attacks hit multiple targets. His pull has comparable base damage (it's single target, not multi, so yours should be significantly lower -- currently 300 from blitz, 275 from Xyra). And does not get both 1.0 bonus AD scaling and .6 AP scaling (effectively .8 from the passive on your w). It only has a 1.0 AP scaling, which is very high for an AP ability. The only other pull which has a persist mechanism so that it can be used for zoning/as a trap is Ori's Ultimate, Command: Shockwave. Need I go on?
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I won't lower the damage on the ult further seeing that you can't attack or cast other spells while it's up. It might sound op overall, but you seem not to take the time it takes into account. You could deal much more damage by simply attacking your enemies. I'm very sure about that.
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The point of the ult is to get them close enough to attack. You seem to miss this.
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Nerfed the slow.
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(about the ult)
Say the tank catches it early and makes it have close to no value by that. You can either give them a free initiate by pulling the tank in and making yourself able to attack something else after one second or you can keep it up and wait for it to run out, having your whole team be forced to run away.
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Depending upon your positioning that wouldn't be the end of the world. If there's a wall between you and the enemy team, then it's a wasted ult, but your team will whittle the tank down enough that he won't be effective in the next team fight. I also tend to assume that the person using the champ will be competent, and know to use wards/pick the starting location and direction of the ult appropriately. you don't balance to the worst case scenario -- there needs to be a worst case scenario where you **** yourself over or the ability is OP. You balance off the best case scenario, then you go back and balance off a typical scenario, and finally you think about the worst case scenario and how screwed (or not screwed) you'd be. Currently you wouldn't be screwed, which indicates the ability needs a nerf.