Irelia has really good AA animations
Irelia has really good AA animations
I mean, you can’t have completed “legendary tier” items just be like “+100 AD, +30% AS”, or they are more stale than they need to be. But the effects are seen on enchanter and mage items a little more so than the other classes, which does make sense. They have trimmed it overall, and still added some spice to things for interest.
Yo this terminus item sounds kinda lit for Irelia. Needs 10 autos/Q’s on an enemy champ to fully stack, but it’s like Wits & Rageblade had a baby.
Do you believe Nasus is supposed to be low ELO skewed, high ELO skewed, or somewhere in between? Can you also explain why?
If he’s supposed to be low ELO skewed, he appears to be strong. If he is supposed to be low ELO skewed, he appears to be weak.
Riot does not balance all champions for all brackets of play, and has openly said many times that certain champions will be left as prominent contenders solely in low ELO (Mundo for example), and others (K’sante) will be high ELO skewed.
A lot of your criticism is based on your perception of Nasus in high ELO, and you’ve outlined a lot of his high ELO fail cases. Why is the correct approach boosting his high ELO viability?
I’m not saying one approach is right, and another is wrong, just that I read your post and never found anything explaining the “Why” he should be reshaped to not have the skew in the first place.
I’m guessing they’re waiting until after the World Finals. I’m craving a taste of the S14 changes, really hoping we get a more wild shakeup compared to some of the more recent and tame preseasons.
Obviously Hullbreaker is a tangled up situation where you can’t just delete Hullbreaker until a lot of other things in the game are adjusted alongside it. I think a great deal of frustration comes from the vision of “teamwork” looking like 5 champions in close proximity of one another showing up to teamfight at an objective pit, and any notion of “divide and conquer” is just absent to those players.
Hullbreaker isa lazy bandaid fix, and yet a necessary slap in the face to perma group and 5v5 death ball. I don’t really like Hullbreaker, I wish that tanks and mages weren’t the superior teamfight classes, but if they’re supposed to be supreme in 5v5 structured fights, then expect things to be added to the game that counterbalance it.
Honestly I think league would be more fun if Hullbreaker wasn’t “needed” in the first place.
It’s a little bit more complicated than that. On-hit items are few and far between for certain champs compared to crit items for a marksman, or AP for a mage. Irelia for instance on live, has BoRK and wits which work for her playstyle. The other options (nashors, rageblade, kraken), don’t really play because she doesn’t gain any kind of survivability from the stat profile of what is essentially an ADC item. Riot helped with this somewhat by giving her very high HP growth per level, but it still means that the shopkeeper doesn’t stock a robust assortment of options. After BoRK and wits that’s about it, and you then start just building generic fighter items or tank which is nowhere near the same amount of oomph for your autos/Q’s especially.
On-hit is just a weird stat for melee champs, and marksmen with their range make better use of them many times. This is not to say it’s a failure at all, but there is definitely some truth to BoRK being overly prescriptive in that you really don’t have many alternatives.
That said, terminus does look particularly strong to me in 14.1 if it stays the same as PBE