Quote:
Originally Posted by Morello
Quick question: do you feel this preview was effective at explaining why we're making these changes?
Regardless of if you like the changes or agree, I want to know if they're understood.
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I feel like the changes don't take into account matchups at all. The videos you show are of duo lane tops, ganks on half health champs, etc. I don't feel like the examples reflect realistic situations where every player is doing his best to stay near full health.
Things I don't understand:
Rammus powerball usability buff when that is his core mechanic for ganking. If a rammus screws up a powerball, it can save you from a gank, which is what he's too good at. I don't feel like the base stats are the right thing to hit, especially since his base armor and health are already less than other tanks (jungle or toplane)
Jax losing frontloaded damage steroid (free guinsoo's on lv 6 is backloaded, AA reset is hardly a steroid)
Lifesteal: The issue seems to be with lifesteal based on non-interactive gameplay, where a carry leaves a team fight, lifesteals, then mops up. Or a a carry trades in lane, farms, and trades again at full health. If that's the case, why is lifesteal also being nerfed in a dueling or teamfight environment where it's necessary to stay alive against champs with higher burst like graves or sivir who can frontload their damage more.