Hey all, this is Tortferngatr, resident mid-elo Dominion and TT enthusiast. Looking at the patch, I've decided to go through and give feedback and questions about interesting changes within the patch specific to Dominion. Any Reds besides Nome visiting should feel free to comment, make them welcome and keep the discussion civil!
(...Well, besides Sauron, but he can't help having legions of rowdy orcs and Trundle players behind him. :P)
Bolded questions are questions I would really like Red input on.
Italics indicate questions the high elo community ought to look more closely at.
Before we start, here's a list of patch notes that aren't included due to having minimal relevance to Dominion (and I mean nigh-absolute irrelevance):
-Anivia easter egg
-Janna autoattack
-Yi bugfix
-Morgana bugfix
-Ziggs bugfix
-Ward-related QoL
-Shen Bot (hahahahahahahahahahahaha)
-Item shop changes
-Spirit of the Spectral Wraith changes
-Shurelya's Reverie (who in their right mind stacks these on the same champ?)
-Ohmwrecker
-Minimap Teleport versus Minimap Recall.
-Chat system changes
-Nami's jungle creep bugfix
-Camera changes
-Autoattack range display
-Muramana bugs on Karthus, Kog, and Zyra
-Rabadabadoodon's Deathcap buffs
-Leagues System
And discussions that I'm adding related to things that are NOT Dominion-related, but offer interesting discussions with regards to the "analogues" Dominion has to them:
-BoRK buffs (versus Kitae's Bloodrazor)
-Liandry's changes (versus Blackfire Torch and the CDR changes)
Quote:
Originally Posted by Morello
Akali[color="darkred"]These changes are to open up additional rune and mastery setups for Akali players. They’re intended to be a small change for those players who choose to stick with the setups they currently use.[/color] - Twin Disciplines
- Discipline of Force
- Now takes effect immediately instead of requiring 19.5 Ability Power
- Base damage bonus reduced to 6% from 8%
- Discipline of Might
- Now takes effect immediately instead of requiring 9.5 Attack Damage
- Base spell vamp bonus reduced to 6% from 8%
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This seems like a REALLY nice QoL change for Akali to make her more accessible to most players.
While it isn't too big a change for high-level players, I'd like to see what the lower echelons of the Dominion community have to say about it--think we'll be seeing more kama flourished on the Crystal Scar?
Quote:
Jarvan IV- Martial Cadence
- Fixed a bug where Martial Cadence was dealing more damage than intended to minions and monsters
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Think this will affect his bot lane at all?
Quote:
Lulu- Glitterlance
- When cast after Help, Pix!, Glitterlance no longer gains an increased area of effect size against the target of Help, Pix!
- Whimsy
- Whimsy no longer interrupts enemy movement abilities that are already in progress
Whew. I'm not sure how damaging this nerf is, but like the Skarner ult change did to Skarner, these changes seem like they will increase the possible responses players have to Lulu's kit. Think this will knock her down a tier, or will she stay decent?
NamiThese changes are aimed at improving Nami's early laning phase by giving her a movement speed advantage and enabling her to be play more aggressively. - Nami’s basic attack should now feel more responsive
- Base movement speed increased to 340 from 335
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Hmm. While Nami isn't exactly a high tier player anyway, it's still a nice little advantage in conjunction with her natural ability to boost movement speed.
Will this make her a bit more slippery and give her a way to stand out over Lulu and Janna, or is it a pipe dream from a guy who likes playing decent-damage supports?
Quote:
NasusThe changes to Siphoning Strike help alleviate some of Nasus’ weak laning phase, and the changes to Fury of the Sands improve his ability to close on targets in team fights. - Siphoning Strike
- Fixed a bug where Siphoning Strike critical strikes were dealing more damage than intended
- Mana cost reduced to 20 at all ranks from 20/25/30/35/40
- Fury of the Sands
- Now increases attack range by 50 and cast range by 100 while active
- Mana cost reduced to 100 from 150
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The main thing I'm sensing about this change is that if Nasus had mana issues bot, he doesn't have them anymore. I'm actually wondering if he could avoid building mana altogether on Dominion now. That being said, the crit bug got removed. Aaaaaaargh, that was awesome!
Thoughts on how Nasus will do now?
Quote:
Nocturne- Fixed a bug where Nocturne wouldn’t automatically chase his target after using Paranoia
Renekton- Fixed a bug where Renekton's Slice and Dice wouldn't work on minions that he couldn't see
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...Should I remove these, or can we actually get meaningful discussion from them?
Quote:
Riven[color="darkred"]These changes should offer Riven players new rune and item choices beyond simply stacking attack damage. In addition, they should slightly reduce her early lane snowballing, but increase her ability to recover if she falls behind.[/color] - Runic Blade
- Adjusted damage to 15-45% of her total Attack Damage (based on champion level) from 5-15 (+0.5 bonus attack damage)
- Broken Wings
- Fixed a bug that was causing Broken Wings to improperly apply its splash damage if Valor was cast too recently
Sivir- Ricochet
- Fixed a bug where the cooldown on earlier ranks was longer than intended
Vi- Assault and Battery
- Fixed a bug where the crowd control component of Assault and Battery was ignoring spell shields.
Items
[color="darkred"]We've adjusted cooldown reduction on several items. These changes should differentiate items with strong synergy from those that simply grant cooldown reduction as a secondary stat.[/color]
- Athene's Unholy Grail
- Cooldown reduction increased to 20% from 15%
- Glacial Shroud
- Combine cost reduced to 230 gold from 380 (total cost reduced to 1350 from 1500)
- Armor increased to 45 from 40
- Cooldown Reduction reduced to 10% from 15%
- Spirit Visage
- Combine cost increased to 630 gold from 540 (total cost unchanged)
- Cooldown reduction increased to 20% from 15%
- Deathfire Grasp
- Combine cost reduced to 680 gold from 880 (total cost reduced to 3100 from 3300)
- Cooldown reduction reduced to 10% from 15%
- Zeke's Herald
- Combine cost increased to 900 gold from 800 gold (total cost increased to 2550 gold from 2450)
- Cooldown reduction increased to 20% from 15%
- Iceborn Gauntlet
[color="darkred"]While we’re generally happy with the kiting potential Iceborne Gauntlet offers ranged champions, it provided a little too much area control in certain cases. This change increases the item’s effect for melee champions but reduces it for ranged.[/color] - Total cost reduced to 3250 gold from 3400
- Cooldown reduction reduced to 10% from 15%
- Fixed a bug where the slow field was lasting longer than intended
- Fixed a bug where the slow was not being applied immediately
- Slow field radius for ranged champions reduced to 210 from 275
- Slow field radius for melee champions increased to 285 from 275
- Chalice of Harmony
[color="darkred"]This change is only intended to make purchasing multiple Faerie Charms an option for mages and supports at the start of the game. For this reason, we didn’t change the total cost or stats granted by Chalice of Harmony.[/color] - Recipe Changed: Faerie Charm + Faerie Charm + Null-Magic Mantle + 120 gold = 880 gold
- Frozen Heart
- Combine cost increased to 550 gold from 400 (total cost unchanged)
- Armor increased to 95 from 90
- Negatron Cloak
- Cost reduced to 720 gold from 810
- Magic resist reduced to 40 from 45
- Quicksilver Sash
- Combine cost reduced to 830 gold from 850 (total cost reduced 1550 gold from 1660)
- Avarice Blade
- Gold per 10 seconds increased to 3 from 2
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To be added.
Still, lots of interesting changes--any thoughts?
Quote:
- Eleisa's Miracle
- Now reduces the cooldown of Heal, Clairvoyance and Clarity by 25% instead of reducing the cooldown on Heal, Clairvoyance and Revive by 20%
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Is anyone going to miss the (surprisingly underwhelming) Revive-cooldown passive? What about the Heal and Clairvoyance effects--does that make it possibly worth buying on a Clairvoyance user on Dominion?
Quote:
- Executioner's Calling
- Critical strike chance increased to 20% from 15%
Has any item fallen harder from grace than Executioner's Calling?
- Liandry's Torment
[color="darkred"]The original set of restrictions on Liandry’s Torment made it a lot more niche and complex than we originally intended. These changes help clarify the item’s role as well as make its unique playstyle more accessible for additional casters.[/color] - Ability power reduced to 50 from 60
- Damage per second increased to 2% from 1.66%
- Damage-over-time and multi-target spells no longer have reduced effect
- Fixed damage effect not being properly reapplied on targets that already have it
- Blade of the Ruined King
- Attack damage increased to 45 from 40
- Current health damage increased to 5% from 4%
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These are interesting items, which lead me to some points about the items' Dominion counterparts Blackfire Torch and Kitae's Bloodrazor.
First off, Blackfire Torch.
I've noticed that as an item, BFT feels much more awkward on sustained-damage mages than on poke mages, unlike Liandry's.
For one: BFT's charge system really feels weaker for continuous damage output than Liandry's Torment. Liandry's offers almost better average dps at half the cost (and much less annoyance with regards to stepping on Teemo shrooms at low health.)
Additionally, with all the CDR changes, is the itemization gap that BFT filled still relevant? Its gameplay niche seems like one Liandry's could easily fill--do you guys agree with that? Would you think it a good idea for BFT be removed and replaced by Liandry's? Could BFT's passive be replaced by Liandry's, but maintain its CDR and higher AP?
Secondly, Kitae's Bloodrazor.
This is an item I really question the continued existence of in the game. It's a worse version of Season 2 Madred's Bloodrazor.
Quote:
- Wit's End
- Magic resist increased to 25 from 20
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Any comments?
Quote:
Matchmaking- We adjusted the matchmaking system last patch so it would account for both matchmaking rating and your total of wins in the current queue when creating matches.
- We made some adjustments this patch to reduce average queue times.
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I'd like to see how the entire community's experiences change with this patch--once you all have played with it a while, should Dominion keep it or pitch it?
[quote=Miscellaneous]
- Knockups now function more consistently and should fail less frequently when close to walls
- Muting a player will no longer mute his map pings; map pings have been throttled to prevent spam
- Boots of Mobility will now show a cooldown for their passive effect
- Dragon and Baron kill callouts should now display assists
[/QUOTE
Any final comments?
See you next patch! (and whenever I get around to updating and commenting on the changes I didn't have time to make.)