Homeguard situation in 5.23 question (+TP)
Could I have a bit of context why it was removed please. Usually I buy homeguard really early because you get back to lane faster, you can surprisekill someone with tp and some other things.
I mean who expects an Urgot (yes, I'm one of those hipsters playing our mecha spiderzombiegeneralthing. Gotta love him :D) running after you after you pushed in the turret, switching you into it to kill you afterwards? Many kills have been made like this.
There are people buying the red and green enchamtments. Only the captain and distortion don't see much love.
I know, it's pretty selfish but let it stay in the game please :X It's pretty standard (I assume this might be it, pretty much everyone buys it) in my buildingpath pre 20 mins and it's fun as heck.
I am fully aware that the enchantment will be applied automatically after 20, which has its benefits since you might be able to level the playingfield as last resort instead of surrendering if you're already pushed in. (You can defend better/faster after 20 mins). I also fear that the homeguard/tp combo won't work anymore, or does it?
(Although stuff changes pretty hard in 5.22 and you gotta adjust to a lot of things which kinda gives everyone a "fresh start", don't let it get to homeguard. Ok, I'm human. I don't like change that much :D. Maybe I'll be able to adjust like to the AP Sion changes.)
PS: But don't you DARE lay a finger on TP. (For those who don't know, they discussed about TP changes in the Patch 5.21 rundown). It's a balanced spell. It is high risk, high reward what you guys at Riot really like.
- If you tp away, your lane is nakkid and can be pushed through (risky, decision making)
- If you tp to a tower you have less CD on it than on a minion (decision making, do I tp there or there)
- You absolutely need something allied-not-champion to tp somewhere on the map which gives a limit on how global you can be. It encourages warding which isn't bad.
- It gives you somehow still a bit of a map presence in this teamgame which doesn't hurt the gameplay at all.
- It has counterplay in lane. It's not like you blink all over the map. Its cast time allows it to get one hard CC and it's cancelled. (e.g. A long range Elise stun would do the trick.
TP is one of the most versatile and fun spell in game currently! Just because someone at worlds had the"revolutionary and totally OP idea" to pick it mid to have 2 tps in the team doesn't mean it needs a nerf of some sort. I mean comeon, it has more than a TF or Shen Ult CD and is ! limited ! in its use. It is high risk/high reward, has counterplay and isn't even overused! I think flash, ignite and heal see more play than TP. Don't you EVER think about gutting it or delete it... please.