Can we please add Feast's Cooldown to the buff bar like Thunderlord's
http://puu.sh/ngOyV/61abeb666e.png Counting to 20 everytime it procs is too tedious
http://puu.sh/ngOyV/61abeb666e.png Counting to 20 everytime it procs is too tedious
I remember a Rioter explaining why this wasn't implemented.
It's because putting a countdown timer on this ability wouldn't really change the player's actions much. Often, when laning, players go in for every CS they can whenever they think it's a good opportunity, right? If they think it's worth any harrass, if they need to hit this one once then cast an ability to get the next two, if they wanna kill this one quickly so they can send out an Ezreal Q, etc. etc. There is already enough to think about without this mastery, and in fact, this mastery could bait some people into going for CS they normally wouldn't.
Another point is that CSing happens frequently enough that this mastery generally has a very small window of time when it's up before being used again.
This is in contrast to other things, like Grasp of the Undying, or Thunderlord's. These masteries heavily impact how we interact not just with minions, but the opposing champion. These timings are much more important to have a visual on because they have much more power behind them.
Hope that explained it well enough.
For what it's worth, I also wish we had the countdown timer for this, for two reasons: 1) more easily compiled info = better decision making, simple as that; and 2) having the constant visual indicator would make people more aware of its existence and better be able to judge its usefulness. But, I understand why it's not there too. shrug
Edited for grammar.
What if it's the jungler taking the mastery? It was changed from "3HP/CS" (or something like that) to "20HP/20s" so that junglers can take it. And junglers don't get to CS every second to make the mastery matter less.
Honestly, the mastery only matters in the early game and it is going to take you longer then 20 seconds to kill a camp, get to the next camp and kill that. Knowing the timer isn't going to change anything to early game jungling and later game (when you could kill two camps in <20 seconds) the mastery itself doesn't mean anything.
I would find it too useless to want it on my screen.
^Too much screen clutter is not a good thing. I feel this adds nothing to game play.
Why do you need to count the cooldown in the first place lol
Because 20 seconds is a freaking long time to heal from CS considering your laner is usually wanting to trade about every 12-14 seconds.
Seeing the cooldown isn't going to make it shorter than 20 seconds.
20 seconds is one creep in a wave setting off the mastery. Knowing the timer isn't going to change that as you kill cs when you are given a chance to, not when the mastery is up. You don't need to count the timer because it literally means nothing unless you went for a kill, barely got it and have ignite on you and every last bit of health could matter so killing a creep could save you. That is the one situation where it matters.
Why do you need to count the cooldown in the first place lol
Because not waiting 2 seconds for Feast to come off cooldown can mean wasting 5-10 seconds of the next cooldown
[{quoted}](name=Charles Barklius,realm=NA,application-id=3ErqAdtq,discussion-id=4kEMaERn,comment-id=00000001,timestamp=2016-02-22T04:37:18.228+0000)
Because not waiting 2 seconds for Feast to come off cooldown can mean wasting 5-10 seconds of the next cooldown
As long as you are csing decently in lane you should be proccing it every 20 seconds without even thinking about it
To add to this, can we see somewhere which enemy champions we have and haven't killed when we take Bounty Hunter?
Can you really not remember who you have kills on in a game?
If I actively pay attention to it every single game then yes, but you know sometimes I don't.
Surprising. I can tell people who I killed where I killed them, the approx time of the game and how much hp I got away with without having to try to remember any of it.
All that and I thought my short term memory was crappy.
I can remember those details most of the time but there's this thing called forgetting. And unless I organise a list in my head of who I've killed then it takes me a few moments to recall, and having something like a buff icon that you can mouse over to see who you've killed would just be so much more convenient.
Oh hey, I posted the exact idea recently and everyone ignored it. Anyway, upvote.
While you're at it Riot can you make it restore 10 or 15 mana?
Killing a unit restores 20 health (25 second cooldown). GOOD FOR ME! 25 seconds cooldown for 20 health.... goooooooooooood double edge sword has 3% increased damage which is obviously better and it does not have any cooldown. BUT when you are ranged you ask yourself which sucks less - Feast or Double Edge Sword
So can someone tell me if a mastery is not suppose to be impactful why does it exist? obviously this is farming oriented so why does it suck so much. to me it seems like - I don't want to use something because i prefer something else therefor I don't want anyone else to use it so NERF IT! I also remember this used to give mana as well. It wasn't strong mastery but now I put point into it cause I have to put point into something
Killing a unit restores 20 health (25 second cooldown). GOOD FOR ME! 25 seconds cooldown for 20 health.... goooooooooooood double edge sword has 3% increased damage which is obviously better and it does not have any cooldown. BUT when you are ranged you ask yourself which sucks less - Feast or Double Edge Sword
So can someone tell me if a mastery is not suppose to be impactful why does it exist? obviously this is farming oriented so why does it suck so much. to me it seems like - I don't want to use something because i prefer something else therefor I don't want anyone else to use it so NERF IT! I also remember this used to give mana as well. It wasn't strong mastery but now I put point into it cause I have to put point into something
Is this supposed to be a response to this thread
20 health per 25 seconds is pretty impactful in any lane. It's effectively a 4HP per 5 increase, which is significant on a lot of champs. Katarina, for example, has only 4.5 HP per 5 at level 1. This nearly doubles her early game regen. That's huge! Or Sivir who has 5.17, or Vayne who needs to survive her lane but only has 5.42. Etc.
The main point is that taking this mastery is the safer, more reliable option when compared to Double-Edged Sword. DES outscales Feast significantly lategame, for sure. But you can't really put a price on being able to better survive the early game as an ADC (or mage, or anybody else who goes 18 in Ferocity) so you get the chance to scale up and become relevant.
So if you're top lane and wanna snowball your lane, do you choose Assassin over Secret Stash but Feast over DES? You could also do the reverse and take Secret Stash instead to make the most out of your Corrupting Potion. Or maybe you're Garen going 12/0/18 instead and don't really need the extra sustain in the Ferocity tree, so you choose the damage in DES. Or say you're a Kassadin going 12/18/0 and you need all the early sustain you can get so you take Secret Stash and Feast.
There are plenty of times when DES is the better choice. There are also times when Feast is better. But that's the cool part---at least there is meaningful choice with masteries now. Try to think of them as "Which one would help me fulfill my goals this game?" instead of "Which one sucks less?" Not every mastery can be the all-important playstyle-deciding third tier Keystone, ya know.
Each of the mastery trees has a way to sustain. Cunning has Secret Stash, Dangerous Game, and Windspeaker's Blessing. Resolve has Recovery, Runic Armor, Perseverance, and Grasp of the Undying. And Ferocity has Feast, Vampirism, and Warlord's Bloodlust. Options.
20hp/20 seconds is like 1hp/s, not really worth paying attention
ill wait for feast's cooldown before csing
I would like it to be buffed a little, actually. CD reduced to 6, 1% of health given, and 0.66% of mana or something similar.
It doesn't feel at all worth it compared to Double-Edged Sword, especially since it has such little impact late-game.
Most people I know of run it. The sustain is pretty huge. 5 minutes in lane straight at start of game = 10 waves = 200 hp. That is a pretty decent chunk of hp early on. Not to mention it keeps junglers healthier and allows them to stay in jungle longer while still being able to gank.
Most people I know of run it. The sustain is pretty huge. 5 minutes in lane straight at start of game = 10 waves = 200 hp. That is a pretty decent chunk of hp early on. Not to mention it keeps junglers healthier and allows them to stay in jungle longer while still being able to gank.
We're talking an extra 4 Hp5 on maximum output. The extra 2-3% damage output matters more by the time you get more health out of your lifesteal and proc it exactly zero times in teamfights. It at least deserves to give mana.
There isn't even 1 post for every 10 upvotes in this thread Impressive
I don't believe it's needed when compared to something like TLD.
You're going to be CSing all throughout laning phase and usually won't be thinking, "Hey, I should get this next CS for Feast.".
TLD, however creates stronger trading. You're not going to be going in all the time to trade with your laner with TLD. Knowing when TLD is up will promote smarter trades so you can go in for extended trades for when you know you can get a better reward matching your risk.
The issue with adding it to the buff bar is you're adding a bit more info that isn't game changing making it slightly more clustered. Granted, TLD isn't always game changing, but it definitely can change the way of the fight.
I want it ALSO get rid of indicator Circle yeah the one for the Q you Rioters put in cause it was considered Unbalanced :P [zombie-brand-mindblown]