Minor Bard buff.

Wicis··1 votes·508 views

I think if Bard picks up a Meep, it should lower the cooldown of magical journey, but up the early lvl cooldown of magical journey.

I think it should lower the CD by 1 second, maybe a half a second, but have the CD scale like 21 / 19 / 17 / 15 / 13 instead of 18 / 17 / 16 / 15 / 14.

7 Comments

Yrzen1 votes

Nerf*

Wicis1 votes

How so?

Yrzen1 votes

E stays at rank one until level 14.

While it's a minor buff by late game, the changes mean that if Bard doesn't pick up three chimes between every use, it's a nerf. The biggest impact higher cooldowns on magical journey has is when Bard needs to make a getaway, which is usually when he's gathering chimes in dangerous territory and is noticed. It's standard procedure to save the magical journey for a getaway in such circumstances, but let's say they follow you through it and keep coming for you after the stun (Kassadin or something idk) or you whiffed the stun before the magical journey, or furthermore that there's someone already on the other side or around the other side, coming for you. Bard isn't going to be able to pick up more chimes while under attack/running away normally, and the cooldown on Magical Journey can determine whether he lives or dies.

The games are shorter, so the late game buff generally doesn't make it worth it, especially when you consider that early game strengths carry over to mid and late game success.

Wicis2 votes

You take E second for the mid game roam/gank potential. Your heal is probably one of the worst heals in the game and is almost exclusively used for the speed boost, which doesn't scale per ability level.

This would be a buff because that mid game roam potential would be huge to help finish off a first tier turret or help a struggling lane to catch back up. It would just make him a better roam support.

I think you're missing some big potential with your E if you only use it to escape prior to level 14.

Yrzen1 votes

Well of course it has a lot more uses, but that's the main thing that suffers if the cooldown rises. For example, when leaving after having used it offensively.

I don't understand why people say Bard's heal is bad, especially when they take it last. It's stronger than Sona or Nami's individual heal, and can be set down as a precaution in case the enemy team comes or if your allies or you take harass. It also gives you something to leave for allies whenever you roam, whether or whether not you want to make things happen with their lane opponent.

For comparison:

Sona: MINIMUM HEAL: 30 / 50 / 70 / 90 / 110 (+ 20% AP) MAXIMUM HEAL: 45 / 75 / 105 / 135 / 165 (+ 30% AP) 」 Nami: HEAL: 65 / 95 / 125 / 155 / 185 (+ 30% AP) Bard: MINIMUM HEAL: 30 / 60 / 90 / 120 / 150 (+ 30% AP) MAXIMUM HEAL: 70 / 110 / 150 / 190 / 230 (+ 60% AP)

Granted Nami's heal can also bounce and is usually maxed first, but Sona's heal never reaches maximum potential, and the shield is pretty impractical as well. Whatever. Point is I prefer taking W second and recommend it to others as well. Then again, I also build AP with Bard so...

Either way, that still means it takes ten or twelve levels until it becomes a buff. I mean, I don't think it will improve Bard, but the cooldown changes are so insignificant I don't think it'd really matter at all.

Thinking about it, even if chimes reduced the cooldown by 2 seconds and the cooldown was 19 / 18 / 17 / 16 / 15 instead of 18 / 17 / 16 / 15 / 14, I'd be hesitant to call it a straight buff so much as just a change.

Theorchero1 votes

{quoted}

Well of course it has a lot more uses, but that's the main thing that suffers if the cooldown rises. For example, when leaving after having used it offensively.

I don't understand why people say Bard's heal is bad, especially when they take it last. It's stronger than Sona or Nami's individual heal, and can be set down as a precaution in case the enemy team comes or if your allies or you take harass. It also gives you something to leave for allies whenever you roam, whether or whether not you want to make things happen with their lane opponent.

For comparison:

Sona: MINIMUM HEAL: 30 / 50 / 70 / 90 / 110 (+ 20% AP) MAXIMUM HEAL: 45 / 75 / 105 / 135 / 165 (+ 30% AP) 」 Nami: HEAL: 65 / 95 / 125 / 155 / 185 (+ 30% AP) Bard: MINIMUM HEAL: 30 / 60 / 90 / 120 / 150 (+ 30% AP) MAXIMUM HEAL: 70 / 110 / 150 / 190 / 230 (+ 60% AP)

Granted Nami's heal can also bounce and is usually maxed first, but Sona's heal never reaches maximum potential, and the shield is pretty impractical as well. Whatever. Point is I prefer taking W second and recommend it to others as well. Then again, I also build AP with Bard so...

Either way, that still means it takes ten or twelve levels until it becomes a buff. I mean, I don't think it will improve Bard, but the cooldown changes are so insignificant I don't think it'd really matter at all.

I mean, thinking about it, even if chimes reduced the cooldown by 2 seconds and the cooldown was 19 / 18 / 17 / 16 / 15 instead of 18 / 17 / 16 / 15 / 14, I'd be hesitant to call it a straight buff so much as just a change.

You have to remember, Bard's heal was recently buffed. And the argument of letting it charge is almost nill as it's not reliable when you need it most, for emergencies.

Bard's heal is still garbage. The reason that Sona's and Nami's are so low is because they can heal multiple teammates or do damage at the same time.

Yrzen1 votes

That would be because Bard's heal isn't for emergencies. It's more like pre-rework's Sona heal, where it's better for sustain. Nami's I concede(d), Sona on the other hand is pretty reasonably around half as strong as Bard's. She has her shield, but in terms of sustain, particularly when you need to heal and can't afford to take a hit, it's useless.

Eh, to each their own.

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