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League of Legends Community > Maps and Modes > Dominion
What do you guys make of the Warwick nerf?

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Shaxtenn ?? Senior Member
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05-01-2012

Hungering Strike dropped from 20% to 16%? Unnoticeable placebo nerf.

Placebos work though. Hopefully people play him less.

 
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konfetarius ?? Senior Member
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05-01-2012

Losing a 5th of its damage is not a placebo nerf.

 
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Wyvernfist ?? Senior Member
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05-01-2012

Quote:
Originally Posted by konfetarius View Post
Losing a 5th of its damage is not a placebo nerf.
This, though more like 1/6 when you consider his AAs.


As far as Ryze, did no one else see the projectile speed increase and think 'CritRyze'?

 
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DiscworldDeath ?? Senior Member
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05-01-2012

Still capped at 2.5 AS like everyone else, so not really

He brings less to an AD build, aside from building able to build a Manamune. But getting LS, AS, Crit% won't really benefit from his kit much.

 
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Birthday Deluxe ?? Member
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05-01-2012

Some random numbers. I went generous on the items, but not for any particular reason. Every setup is assumed to have mana/lvl utility mastery, mana/lvl seals, 7 flat mana glyphs, and 3 flat mana quints. Bonus damages are mainly what I'm trying to showcase here, but I've also parenthetically taken note of Overload's extra base damage.


Level 6, Catalyst, Boots, Tear charged to +100
New: 87 (+20 base), 60.3, 13
Old: 106, 70


Level 11, (Boots, Odyn's, Shroud, Tear w/ +300 bonus mana)
New: 170 (+20), 117, 26
Old: 207, 138


Level 16, (Odyn's, FH, Tear charged to +400)
New: 189 (+20), 131, 29
Old: 235, 157

For lulz, level 18 damage with a full build (Odyn's, FH, WotA, Void Staff, and a fully charged Archangel's, which obviously would never happen in Dom, but still):
New: 383 (+20 base), 366, 150
Old: 377 bonus damage, 397, 109.94

And some slightly more realistic numbers, with a partway charged Tear (charged to +600) instead of a fully charged AA's:
Old: 3745 mana, 310, 264, 52.5
New: 3520 mana, 288 (+20 base), 248, 87

I think the main difference we'll see is that Ryze will try to build WotA, Void Staff or AA's a lot earlier than he normally would. RoA isn't really a great Ryze item, but I'm sure we'll see even more Ryzes building it than usual "because AP is good now."

imo the ratio on Spell Flux and the flat +20 damage to Overload will make tanky Ryze's build slightly stronger or about the same at 1-6, then he'll fall off some from 9-16 (compared to his old build), then very quickly spike upwards.

I don't see much motivation to build a bunch of AP and go glass, like Morello has been talking about, especially with Ryze's low ranges and the fact that bruisers with gap closers are still hugely prolific. Tanky Ryze still gets more than enough bonus damage from building mana.

. Imo, the range nerf on Q will mostly hurt his team fighting, but the improved bounce logic on E could make up for that. I could also see him having more trouble 1v1ing champions with longish range targeted abilities. Irelia, for example, will be able to bladesurge onto him right as he's able to attack her, whereas before he could Q and run a little bit.

 
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Wyvernfist ?? Senior Member
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05-01-2012

Quote:
Originally Posted by DiscworldDeath View Post
Still capped at 2.5 AS like everyone else, so not really
This was not a serious suggestion

 
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Mister Omega ?? Member
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05-02-2012

So, playing at ~2080ish elo (according to you-know-what), I gave WW a few runs, and while I think I've noticed a bit of a drop in his Q's sting, it didn't really seem to be all that game-changing, if anything I was just prompted to pick up a void staff in place of a Frozen Mallet after the usual Boots/FH/SV/Wits salvo. While he'll certainly take a small dip in effectiveness, he still seems rather comfortable in his place on the banlist, he's probably just given a little bit more room to other top-notch picks on the list immediately below him.

 
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DiscworldDeath ?? Senior Member
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05-02-2012

If anything, it makes AP more viable for the Q.

Beforehands, Q's flat damage was better than the percentage until 1,375 health at level 5 (of the ability).
Now someone needs to have over 1718.75 for the scaling percentage to overscale the flat damage.

If you get a Prospector's Ring (and you might, for early game mana regeneration), beforehands the flat was better than the health percentage until 1,525 health, and now it's 1,906.25 health, which is several squishies even with +200 health at level 18, and certainly a lot of champions around levels 11-13.

Every 20 AP is equivalent to 125 health of the target, whereas before it was 100.

I don't think I suggest stacking AP, but if the enemy team is heavily AP based, I might get Abyssal earlier. And Malady after the core, as well as starting Prospector's, also got a boost.

 
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FDru ?? Senior Member
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05-02-2012

You can't get Prospector's Ring on WW. Rushing CDR is absolutely his highest priority and any other build is suboptimal, even after the Q nerf. Delaying that kindlegem or shroud so you can do "hurp derp 30 more damage every 10 seconds" is not doing you any good. Even a Prospector's Blade would make more sense.

You'll want to start with a blue + red crystal if you're worried about mana.

And why the hell are you building Abyssal? WW doesn't need MR whatsoever (Wit's + runes are already more than enough, he gets base MR scaling as well) and AP is still not worth building.

Malady was already core. Feel free to keep building it since you should have been already.

 
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inFe eD ?? Senior Member
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05-02-2012

Nope, still broken as hell on Dominion.

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