Deleting Feral Flare? Could you hate melee carry junglers any more?
Those new jungle items are garbage and do not compensate for the massive loss of gold/clear speed
Those new jungle items are garbage and do not compensate for the massive loss of gold/clear speed
Feral flare was the worst item to ever be introduced into the game. I'm glad they're removing it.
Feral flare was the worst item to ever be introduced into the game. I'm glad they're removing it.
listen closely
i hate you
Feral flare was the worst item to ever be introduced into the game. I'm glad they're removing it.
listen closely
i hate you
Your laners hate you.
Perhaps you could elaborate more? Vague statements on unreleased items that are subject to change don't help to persuade people to agree with you.
For my own part I don't see where Feral Flare was awful, but it IS a very feast-or-famine item at times. If you get counter-jungled the thing just starts to take up an item-slot, and you'll be more tempted than ever to simply farm jungle and ignore the lanes to get wriggles to pop and get your feral flare rolling. It was already like that when the thing was released. You always knew you had a FF junger because he didn't gank AT ALL for the first 15 minutes or so depending on clear-speed.
I like the new items, really. Or at least I like the thought-process behind them, where I can do my first clear, look at the state the team is in, and decide what they need from me. Do I need to gank heavily? Do I need to invade and shut out the enemy jungler/put down some deep wards? Can they take care of themselves and my best bet is to farm and keep up in experience and get as many items built as possible before teamfights break out?
If there's anything I'm disappointed about in terms of the jungle is the change to Dragon. It's cool, sure. But that global gold was always a bonus I liked to give the team as much as I could, particularly the top-laner if I haven't ganked for them much. That lack of global gold is going to be sorely missed when our team is behind and we just need that little nudge to keep in the game.
Perhaps you could elaborate more? Vague statements on unreleased items that are subject to change don't help to persuade people to agree with you.
For my own part I don't see where Feral Flare was awful, but it IS a very feast-or-famine item at times. If you get counter-jungled the thing just starts to take up an item-slot, and you'll be more tempted than ever to simply farm jungle and ignore the lanes to get wriggles to pop and get your feral flare rolling. It was already like that when the thing was released. You always knew you had a FF junger because he didn't gank AT ALL for the first 15 minutes or so depending on clear-speed.
I like the new items, really. Or at least I like the thought-process behind them, where I can do my first clear, look at the state the team is in, and decide what they need from me. Do I need to gank heavily? Do I need to invade and shut out the enemy jungler/put down some deep wards? Can they take care of themselves and my best bet is to farm and keep up in experience and get as many items built as possible before teamfights break out?
If there's anything I'm disappointed about in terms of the jungle is the change to Dragon. It's cool, sure. But that global gold was always a bonus I liked to give the team as much as I could, particularly the top-laner if I haven't ganked for them much. That lack of global gold is going to be sorely missed when our team is behind and we just need that little nudge to keep in the game.
i just explicitly said gold loss/clear speed
it's about the on hit, gold passive and the speed at which wriggles lantern/feral flare clears jungle camps - something immensely helpful for melee carry junglers who are heavily gold reliant
Okay, I can understand that. But here's my question: why are you playing, in your own words, 'melee carry junglers who are heavily gold reliant' in a position where their gold income can be choked down to a trickle in the first place? Getting counter-jungled probably gimps you pretty hard, doesn't it? As I said: Feral Flare feels like a feast-or-famine item. It encourages junglers to either farm the jungle endlessly, or to be incredibly aggressive and risky in pursuit of those stacks. I've always felt like Feral Flare is the item for the jungler who's on the team that doesn't need a jungler. You're not focusing on utility, or helping your team. It feels like picking it is effectively telling your team 'I don't trust you and I expect I'll need to carry so piss on utility, I'm just gonna get this item then try to faceroll people and if I fail at it, it's CLEARLY your fault.'
Sorry man, but it was not the best-designed item. Even riot admits it. Probably best to let it ride into the sunset.
Okay, I can understand that. But here's my question: why are you playing, in your own words, 'melee carry junglers who are heavily gold reliant' in a position where their gold income can be choked down to a trickle in the first place? Getting counter-jungled probably gimps you pretty hard, doesn't it? As I said: Feral Flare feels like a feast-or-famine item. It encourages junglers to either farm the jungle endlessly, or to be incredibly aggressive and risky in pursuit of those stacks. I've always felt like Feral Flare is the item for the jungler who's on the team that doesn't need a jungler. You're not focusing on utility, or helping your team. It feels like picking it is effectively telling your team 'I don't trust you and I expect I'll need to carry so piss on utility, I'm just gonna get this item then try to faceroll people and if I fail at it, it's CLEARLY your fault.'
Sorry man, but it was not the best-designed item. Even riot admits it. Probably best to let it ride into the sunset.
i am playing melee carry junglers who are heavily gold reliant because i happen to do it reasonably well? http://www.lolking.net/summoner/na/22602847
and for the record, no i'm not an afk farm feral flare jungler
i get flare around 15-19 minutes because i spend so much time ganking
also i've been counter jungled maybe 10 times at most in about 200 games
I'm surprised at you, Commando Yi. Aren't you normally more level headed? IMO those new jungle items are pretty interesting. Especially the one that let's you smite Champions for a slow or bonus true damage. What Yi player doesn't want MORE true damage?
I'm surprised at you, Commando Yi. Aren't you normally more level headed? IMO those new jungle items are pretty interesting. Especially the one that let's you smite Champions for a slow or bonus true damage. What Yi player doesn't want MORE true damage?
the replacements are ok if you were building elder lizard, spectral wraith or ancient golem,
nothing i see there replaces flare properly
perhaps i am losing my shit too quickly and will have to try it out when they force it on us before i can figure out what paths work etc
think i need to have my morning coffee
Well, as of yet they haven't said anything about the stats for the second level upgrade other than what kinds they will have. It could be that the AD option has a scaling passive like flare, but we just don't know yet, and the stacking AS buff could be pretty strong as well. While flare was fun and still strong on Yi, it really wasn't managed properly, which is why so many people felt it was really toxic. I hope they do some other type of jungle carry item, I just hope they think it out and execute it well so they don't have to panic nerf it like flare. I was wondering though about how well farm junglers will manage the change, since the "fast clear" item did seem kind of lack luster with no actual on hit damage or other clear boosters other than lower CD on smite...
Well, as of yet they haven't said anything about the stats for the second level upgrade other than what kinds they will have. It could be that the AD option has a scaling passive like flare, but we just don't know yet, and the stacking AS buff could be pretty strong as well. While flare was fun and still strong on Yi, it really wasn't managed properly, which is why so many people felt it was really toxic. I hope they do some other type of jungle carry item, I just hope they think it out and execute it well so they don't have to panic nerf it like flare. I was wondering though about how well farm junglers will manage the change, since the "fast clear" item did seem kind of lack luster with no actual on hit damage or other clear boosters other than lower CD on smite...
i'm going to take another look through the changes and see what i can make of this
if there's one thing i'm good at it's adapting
this thread was initially a knee jerk reaction to the changes
time to look through this in a calm manner and i will make another thread ^_^