The Only Plant I Can See Causing Problems Is The Blast Cone
Free escape without flash. Ranged carries get a free insec Srsly.
Free escape without flash. Ranged carries get a free insec Srsly.
And you have a new way to accidentally kill your teammates.
'Greed
"accidentally"
( ͡° ͜ʖ ͡°)
Honestly, the whole plant mechanic is fucked up. They are trying to use these to replace smite buffs, which is 100% wrong. Smite buffs are awesome and add a layer of complexity and decision making to the jungle (my only complaint is that gromp buff doesn't deal enough damage, especially to other jungle monsters, maybe make it deal double damage to jg mobs so it's actually worth taking). Riot's logic for this change was that some players were good at managing their smite cd to optimize the smite buff mechanic, while others were not. So basically, Riot is balancing the game around the lowest common denominator, and that is downright dangerous. Do not do this Riot...
Exactly.
"Decision making"
And by that you mean:
Smite your first camp no matter what in your first clear
Smite the 2nd buff you didn't get on your first clear
and after that
Smite Raptors
Save smite for champions
Smite wolves if you're susceptible to being invaded
That's about as much decision making as there is.
Occasionally I smite gromp later in the game if I'm a tank so I can get a bit of extra damage, but that's only if I'm running the tracker knife and not a PvP smite.
blast cone most likely wont make it through because it would be way too hard to balance
It's the only one that actually does what Riot wants with these plants. The other two are generic as can be and can be optimized easily and won't add much to the game other than being either useless or op.
Well look at the heal fruit: Sure, it heals that is simple enough. However, it also applies a slow. You can use this to muck up people chasing you. or if you are ranged and chasing a melee near it, you can attack it ahead of you and slow THEM / force them to path around it helping you catch them.
The slow means it is less helpful for saving you running away from someone, and opens up new avenues of play around just healing yourself. I think this one is actually my favorite.
Ah, I was unaware that it applied a slow.
Yeah, if it just healed without a slow, I would say it was pretty lame.
The slow was a pretty genius way to limit the usefulness of the heal, while also giving it the power to be used to pick up kills!
That certainly makes it sound much more interesting. Does it slow enemies if you take it or does it slow the person taking the health?
Only the person stepping on the HP drops, from videos it looks like it drops about 4 "pieces of fruit" each of which restores some HP / mana
So basically, it doesn't matter who hits the plant to cause the fruit drops, anybody can grab it once it drops.
i just wanna see a vayne pop ult tumble into blast cone pop it an land in the backline an assassinate all the squishes :P
Ranged carries don't spend much time in the jungle. And any insec that's telegraphed 30s into the future is meh at best.

If you seriously have a problem with any of them as junglers, you need to reconsider.
If you have a problem with them retaliating as you try to catch them out while they try to catch you out ... it's niche, no?
It's more showing that there are ranged junglers who can make use of that, and technically you could put
on that list as well since she is pseudo-ranged.
Yeah you could but they're all C tier junglers. Plants won't push them over the edge.
If a Tf jungle knows he can put early pressure thanks to P&C stun, then it gets scary.
It's too shortrange. He needs to flash on you or run you down somehow, which is something every jungler can do. Also ![]()
I think sustain in general will need to be cut back. Probably a nerf to corruption potion.
I've found corrupting OP for a while now.
I dont think it will be a reliable escape tho :/ and the bomb plants are likely to be cleared before a fight happens, but it can safe someone! But very unlikely What are your thoughts on the Healplant? Lane-/Jungle Bullies get a free heal+mana! That does not sound good to me. There is no trade off. Yes they might not be on the lane for 2 sec longer then a normal warding run, but that doesnt do anything xD And the visionplant may seem nice to get steals, but the wardclearing power from just this plant is insane! If 1 team gets ahead they can clear the complete enemy jungle from wards and deny close to every vision. That sounds pretty broken to me, atleast at high elo where vision is very important!
And what is your opinion about the smite changes?
Agreed.
I had an Idea for a possible better balancing for those plants, (bombplants does dmg to the user, so no free escapes! and ranged guys get a small delay so it does not explode instantly). Feel free to check it out, any new ideas or thoughts are welcome too :D http://boards.na.leagueoflegends.com/en/c/gameplay-balance/0pE2HUNx-riot-balance-solutions-for-plants-open-for-newother-ideas-too
What about making it out of combat? No free escape and no insec, but still helps with clearing jg
I think riot didnt want that the plants help with the jungle clear, and the main reaso for this plants are that they can be used for dives and for escapes even if its not realiable :D If they made it out of combat only tower dives would be an option, but the other team has then 0 uses for them, which is a bad designchoice
I'm more worried about it just because it's so strong in combat and is very difficult to plan around. Having fights in a very specific area is hard, so it will be semi-random when it becomes an issue. I do like the feature to jump Baron and Dragon walls, and it's an interesting concept, but if I wanted to do anything with this, I would pick Ziggs.
INB4 Rito: We feel like Ziggs lost his niche utility with the introduction of Blast Cone, so we are making some tweaks to his Q: Bouncing Bomb, to give him another unique way to play
Q: Bouncing Bomb - Stores up to 3 bombs, refilling one bomb every 9/8/7/6/5 seconds, or on kill / assist. (1 second cooldown between casts) Bombs deal 20% increased damage to enemies within your minefield, or currently airborne from your satchel charge. this bonus damage ignores all magic resistance from items.
You had me until you got to the end of that.
You know, as I finished writing that, I was like "damn, this could actually be legit"
So I had to tack on the end bit. However, something along those lines (or damage scaling with targets HP from items) could make for a cool way for ziggs to be lethal to Walk-up frontliners
Here's the thing. These plans aren't visible in the fog of war. So if a melee is being chased by a ranged and its unwarded territory the ranged wont be able to use the blast cone to knock the melee towards them. By the time they're able to hit it the melee champ will be on the wrong side of it causing them to be knocked away from each other.
I also don't believe it does damage, only a knockup. Could be wrong there, but still - if its just a knock up it shouldn't be too hard to balance around. Just how many hit points for ranged v. melee and blast distance.
Interesting.
I'm curious to see if Yasuo can ult enemies knocked up by the plant.