The Anivia changes feel absolutely awful to play.

macdooney··129 votes·10,623 views

Is it just me or does the ult change feel so clunky? Like I know that it was unhealthy to have the instant ult-e, but they didnt give the ult any more power besides a bigger slow and growing to the same size it was before after a few seconds.

Also, the ult doesnt even feel like it casts anymore. When i cast it, it just doesnt feel like i did anything, and from a gameplay perspective this is pretty bad to have.

Edit: Also, shouldn't riot have at least increased ult cast range? It effectively decreased her ult-e range by so much.

195 Comments

Alex Sloan27 votes

I like how they describe it as a "minor change."

By Riot's standards, and judging by previous nerfs.

It needs to be called "A significant nerf."

Anìvìa3 votes

sadly, i have to agree. Her increased q stun dosent grant anything because the damage on her q is still going to miss, just as much as the hope of any enemy to stand in her ult long enough to give her the damage back. Moreover her e is harder to hit, and mobile champions get even more openings and possiblities to give you a hard time without any risk.

Brahmsauce13 votes

The ult change was brutal. If you're going to have the stupid 'growth', can the mana cost be lowered? and down time between casts? Cause it is hilariously easy to avoid it(like an enemy adc can just studder step around it), and before in a team fight you have to place your ult VERY WELL to have an impact....so this makes it even worse..Sigh. She still will be a niche pick to counter seige comps.. but that's about it :\

thank for the 'update' riot.

FoxyBeard10 votes

Agreed on the mana cost. It seems far too severe for such a small impact. It already drains it over time, no need to add a 75 initial cast cost.

Robz13 votes

Diamond Anivia Player here

It is sad about how all you bronzies think Anivia was OP. Yea she had a point click spell but you know who else does? Annie.

You should learn how to lane against these 2 champs before you cry about how the nerfs were deserved. If you get harassed by a point click then the other champ doesn't have CD's for the next 4~8 seconds where you can counter. This makes it extremely easy to gank or counter this champ when they do this.

Don't post on this forum unless you actually understand the game and how to play against Anivia

Anivia is a CONTROL MAGE, this means she excels at controlling a certain territory which is very related to her lore about how she is the protector of the Frejord.
Anivia is very dominant in a certain area but struggles to control the next area since her Q is very unreliable to land at long range and her primary damage E a lot shorter than other mages.

Anivia's AA speed is increased which is a blessing. It will let noobs last hit better early game.

Her Q deserved to get a little nerf in damage since a 1.0 ratio on 2 abilities is very strong. However it should be rewarding to land it since it is a very risky spell to use which could leave you defenseless. The Stun duration is increased which is fair. W is the same. E is nerfed because it has a faster animation. This means you need to be a lot quicker to land you E>R combo or E>Q combo. Most of the time, you will probably see people do the R>E Combo or Q>E.

Now her Ult. It does not control ANYTHING except the same range as a melee minion. Anivia now struggles to wave clear which will end up in loss of CS and setting your laning behind POST 6. It was already difficult to last hit before 6 because most mid laners can pressure you extremely well while you only have Q to defend yourself. The comment, "Her ult is going to be soooooooooooooo good in teamfights." If you are going to have a teamfight that stays in the same spot for 3 seconds then sure but since every champ has mobility or gives insane mobility to allies, this 3 second is pointless. It would have the same impact as if her ult charged up over a 50 second interval.

Rito, please revert Anivia's Ult and we will call it even. This is the dumbest idea for any champ where you REDUCE THE RADIUS OF ONE OF THEIR MOVES. Look at Zigg's Q, it is now nowhere near as good as how it was before. It misses much more and caused the champ to decline in wins. The only success this has ever had was with Xerath where his old Ultimate was twice the radius of his current one but the ultimate had its range increased. Unless you increase the cast range of ultimate, then Anivia will stay fucked.

Only Play Darius8 votes

I liked the juggernaut and ADC class updates, but the mage update feels half-baked. Vladimir lost spellvamp and now has a weird Rumble style heat management on his Q, Velkoz got the true damage band-aid (Garen), Viktor Anivia seem more clunky now, I don't know. I'm not sure about the direction reworks are taking.

kaltenashes1 votes

zyra feels bad, gotta play her now much more aggressive

"Plants of the same type deal 50% less damage against the same target."

yeah i understand its because she can have 10000 plants active, but it feels bad unless i play aggressive

and the Jhinious idea to copy paster her w into her passive and call it reworked

jdizzle3676 votes

They got rid of the shit old passive amped her damage up to 10 and gave her the actual tools she needs to be an effective control mage the Zyra rework is probably the best of the big 6. You play her exactly as you used to play her but now you get a bunch of free plants pretty much every spell cast. Before you were lucky to have 3 plants out so you rarely were even able to hit them with multiple plants of the same type assuming that you staggered your plants to have a vinelasher slow them while they are in the thornspitter zone so the 50% damage reduction shouldn't even be noticable unless you have no idea what you are doing. And if you weren't playing zyra efficiently you don't really deserve to have the same damage output.

yeulx7 votes

eh tbh its fine she just the same other than her ultimate growing.. tho i would have prefered if they increased the range of it again and the slow in it

macdooney15 votes

Yeah, the reduced size of her ult effectively reduces the range of her ult-e combo

yeulx1 votes

bascially and they say thats her balance but depending on if ur vsing assassins or long rage burst mages u oftenly cant do much and those champions have about 3 + their ultimate as damageing spells..well i mean lux has a shield but yeah anivia only has her wall

Anìvìa2 votes

It's just sad that they force you closer and closer to your enemy while your enemy has more range and same dmg on his abilites in comparison to number of abilites used. ( if you think it is unfair that 2 dmg spells can kill you with your 1000 life in aa range its just sad. ) Mostly because they have MORE range to deal equal dmg.

Alex Sloan33 votes

Which sure, her E combo is incredibly strong.

But that is literally how you play Anivia, that's how you have ALWAYS played Anivia. Without it, you're just a utility mage with a wall every 20 seconds, and a stun/slow that isn't difficult to dodge once everyone has 80000 movement speed, especially now.

AIIan8 votes

[{quoted}](name=Alex Sloan,realm=NA,application-id=3ErqAdtq,discussion-id=ALFIOLda,comment-id=000000000001,timestamp=2016-05-04T16:44:21.678+0000)

Which sure, her E combo is incredibly strong.

But that is literally how you play Anivia, that's how you have ALWAYS played Anivia. Without it, you're just a utility mage with a wall every 20 seconds, and a stun/slow that isn't difficult to dodge once everyone has 80000 movement speed, especially now.

On the other hand, I'm not sure that countering the mobility powercreep in LoL by having a toxic combo that deals 80% max HP unavoidable damages with a single E + R + thunderlord while Anivia only has a item 3070 build is a good idea either.

Yes, Anivia is now suffering from terrible problems that are born from the disastrous direction champions kits have taken, but this nerf was necessary, even if she's now unplayable. If only they could give a taste of this medicine to Zed now...

alfavhunter21 votes

{quoted}

On the other hand, I'm not sure that countering the mobility powercreep in LoL by having a toxic combo that deals 80% max HP unavoidable damages with a single E + R + thunderlord while Anivia only has a item 3070 build is a good idea either.

Yes, Anivia is now suffering from terrible problems that are born from the disastrous direction champions kits have taken, but this nerf was necessary, even if she's now unplayable. If only they could give a taste of this medicine to Zed now...

If you were taking 80% of your HP from an anivia with only tear you were either severly under leveled or you are a caster minion

dont over exaggerate the damage as on those situations it would deal roughly 30-40% your HP with a REQ combo with only a tear

Troll for Trump2 votes

She is really unfun to play against with ahead, her burst/harass from RE can be really oppressive. Champs shouldn't be oppressive, although idk why Riot would target Anivia first among other things

Kairya9 votes

But you should also keep in mind that even an Anivia who is ahead has still some very obvious weaknesses. She is still very vulnerable to ganks and not very good at roaming herself. This limits even a fed Anivia more or less to one single lane, which she can't even push very hard due to the lack of an escape mechanism. So opressive maybe, but not overwhelming in the way other mid-laners might be.

Also... Any champ is difficult to play against, if he is ahead. Anything else would be odd.

Troll for Trump1 votes

Yes champs can be difficult to play against if ahead but anivia is insanely hard to fight when she's fed, unless you have the jgler come (that applies to shutting down any fed character). She's also quite feast and famine.

But you should also keep in mind that even an Anivia who is ahead has still some very obvious weaknesses. She is still very vulnerable to ganks and not very good at roaming herself.

It's like a fed Lux/Brand/Velkoz. They don't have escapes, and are squishy, they both roam as well, but most of them(pre-rework, I can't judge them postrework yet) have not been oppressive when fed. They both have waveclear on scale of Anivia's R+Q(You may say burning Anivia's Q gets rid of her form of selfPeel, but Vel and Lux do you use their cc abilities as well. Brand doesn't use his cc ability, but he requires his other abilities off cooldown to land it, but he uses W+E to waveclear quickly.

Except maybe Lux.

Kairya4 votes

I don't think you really understood what I was trying to say.

Anivia can't risk pushing a minion wave too hard, even if she is ahead. So what does this mean for her opponent?

  1. Control you wave and try to freeze it on your side of the lane. It will make Anivia very careful on how to use her skills. She will use her Q much more sparingly and just flying up to R-E someone is a bigger risk.

  2. Roam yourself. Anivia will often prefer to stay on the lane, which means you will have advantage in numbers most of the time. You might even consider switching lanes with your bot. It forces Anivia to either deal with two people at a time or to switch to bot herself. The longer lanes are usually uncomfortable for the bird, and will give you more room to control your wave.

  3. Recall / Back off when you have to. Anivia is usually not able to one-shot you with one combo, nor will she chase you very hard. So if you take too much damage, walk away. It's pretty easy to not feed Anivia in the first place. Yes she might out-farm you, but worse things have happened.

Troll for Trump1 votes

Yes, Anivia can push. All mages can push with their waveclear, make the opponent lose XP, and do dmg whenever the opponent tries to farm.

You should just try to push the lane as the opponent freezes it, or use RE whenever they want to last hit.

No she doesn't need to use her q that sparingly, she just doesn't need to be stupid and go charging in like a Sion. She's got range.

The "roam" is the same thing that applies to any other mage. Any other mage can roam when ahead, even anivia.

Switching with bot will probably get you killed by the opponents 2v1. Especially if you are melee.

Yes exactly, she outfarms you, outdmgs you, outranges you, pushes the lane really quickly with her R, before roaming or recalling or whatnot.

Kairya2 votes

Please do read what I wrote before answering. Of course she can push - but she will be in a very vulnerable position, if she does. Any good jungler will exploit on that.

And to have some measure of safety she won't use the Q so much, as it can save her from a gank.

Anivia won't roam much. She isn't good at it, since she is very slow. YOU however are supposed to roam, when loosing lane against her.

Switch with top then, if it makes you any happier. Some people also manage to lane against two.

And if she does all of that, then it's another hint that you should

  1. leave lane
  2. not feed her in the first place, because that is really not so hard.
My Waifu Vanilla2 votes

That 30-40% of someone's hp for literally clicking on them is still a bit much regardless of how you look at it. Especially since (when she is ahead) she is also incredibly hard to fight back afterwards since gap closing on her TYPICALLY ends up with a Q to the face for another 20% of your health and now you have to simply run back home since you die the next time she does anything.

alfavhunter13 votes

[{quoted}](name=My Waifu Chocola,realm=NA,application-id=3ErqAdtq,discussion-id=ALFIOLda,comment-id=000000000001000000000001,timestamp=2016-05-04T21:21:26.717+0000)

That 30-40% of someone's hp for literally clicking on them is still a bit much regardless of how you look at it. Especially since (when she is ahead) she is also incredibly hard to fight back afterwards since gap closing on her TYPICALLY ends up with a Q to the face for another 20% of your health and now you have to simply run back home since you die the next time she does anything.

You clearly have no idea how anivia works and how to fight her

Clicking on someone is all she does? She has a ground targeted R and a skill shot Q which is required for E to do noticeable damage

Q is easy to dodge and R can be predicted and dodged (even more so now with the R change)

And in regards to clicking one someone and taking a good % of enemy HP being OP, I guess ADC need to be nerfed into oblivion then right?

What's that? they are balanced by the fact they are usually 3 of the following weaknesses?

Immobile (anivia) Squishy (anivia) None or weak CC Predictable gameplay (anivia) Bad aoe Bad roam capability (anivia)

And if you say anivias passive makes her not squishy, she can't exactly fight back during her passive now can she?

And ADC are AA based meaning they don't have to worry about CDs

Anivia needs a little more work out into her kit changes, it feels they did half of what they should have done to her and left it at that

Because while R having no small start point is good (balance wise) they didn't adjust the initial mana cost of it, or the sustained cost

They could have also made her ult interact with her other spells

Example if you cast Q in a full charged R it grows in size and distance it can go when traveling through her R, still able to detonate it at any time

W could have gained an impassable wall aspect to any part of it inside her R

E could have gained a mini push back (50 range) to interupt AAs and channels

JediSenpaiNP1 votes

"or you are a caster minion" Sona ?

alfavhunter4 votes

{quoted}

"or you are a caster minion" Sona ?

Well sona HPnis more comparable to a tank minion but yes, she is very squishy, but she has heals and shields

Darkwind1 votes

30-50% with just ER. ER Q would deal ~60-80% vs most opponents. No exaggeration.

alfavhunter3 votes

{quoted}

30-50% with just ER. ER Q would deal ~60-80% vs most opponents. No exaggeration.

With just tear no it wouldn't

The post I referred to states anivia would deal ~80% a targets HP with ER combo with just tear

This means the opponent has about half an item as well so MR and HP are not prominent in anyone's build yet, and it's likely LVL 6 conditions because R is available

ER Wouk deal about 20-30% add in a double hit Q and you are looking at about 30-40% because Q is LVL 1 still and no AP has been made because all anivia has is tear

This example was for her average damage AV champions with no AP bonus because the only item is tear, sure you could gain about 5-10 % of you calculate in thunderlords and runes but even then that's ER(1 tick of R) and Q would deal at most about 50% a targets HP at LVL 6 with only a tear

The post I commented on was exaggerating an 80% hp with just ER with only a tear, it's like saying Annie's ult is OP because it can take 100% of your HP on its own... If you just sit there and let the bear wail on you

Darkwind1 votes

Level 7-9 ER does ~30-50% hp, depending on enemy base HP, whether they have MR glyphs, ect.

For example, level 7 30 AP, E~ 320 raw + ~130 dmg from R (3 ticks) + ~75 thunderlords = 525 damage. Vs Ahri, 902 HP, 17 effective MR (30 less mpen marks and mastery) equals ~449 effective damage, or around 49% of her max health. This doesn't factor oppression bonus damage, which you ofc get, or assassin if you chose to take it.

Q is level 2 by level 6, you don't take wall until level 8 in most matchups. So it add(ed) 210, plus 87 more from ultimate, so 824 raw dmg, or 704 effective damage. Around 78% of her health.

This assumes armor seals and either AP, AP/lvl, or CDR glyphs, but even with HP/lvl and MR glyphs, the numbers are still well within the range I gave. Try it with other champs if you want, but Ahri's fairly representative and very common.

I've been an anivia main since season 2. ER deals 30-50% of most targets health from 7-9 with no items. He exaggerated. I told you that I didn't, and I didn't. ERQ + autos +ignite can kill 100-0 from 7-9 if they're stupid enough to get hit by that.

alfavhunter2 votes

{quoted}

Level 7-9 ER does ~30-50% hp, depending on enemy base HP, whether they have MR glyphs, ect.

For example, level 7 30 AP, E~ 320 raw + ~130 dmg from R (3 ticks) + ~75 thunderlords = 525 damage. Vs Ahri, 902 HP, 17 effective MR (30 less mpen marks and mastery) equals ~449 effective damage, or around 49% of her max health. This doesn't factor oppression bonus damage, which you ofc get, or assassin if you chose to take it.

Q is level 2 by level 6, you don't take wall until level 8 in most matchups. So it add(ed) 210, plus 87 more from ultimate, so 824 raw dmg, or 704 effective damage. Around 78% of her health.

This assumes armor seals and either AP, AP/lvl, or CDR glyphs, but even with HP/lvl and MR glyphs, the numbers are still well within the range I gave. Try it with other champs if you want, but Ahri's fairly representative and very common.

I've been an anivia main since season 2. ER deals 30-50% of most targets health from 7-9 with no items. He exaggerated. I told you that I didn't, and I didn't. ERQ + autos +ignite can kill 100-0 from 7-9 if they're stupid enough to get hit by that.

Again the example was with only tear. On top of that for anivia to get 30 AP she would have to have pure offensive runes

And if you invested I. All offense you deserve to do the damage, similarly to how adc are not op for thier ungodly damage late game because they pop

Also I commonly get wall at LVL 3 because it offers safety from melee jungler ganks. To ignore wall is again, going full offense and deserves the damage, also I use wall to land Q easier because I can force pathing patterns with it, getting 1 point in W can make landing Q much easier

Lastly my example was for LVL 6 not 7

And your acting like the opponent t is t doing anything in this time frame

They can damage back, dodge the Q, CC anivia, or coordinate with thier jungler for an easy gank because anivia is full damage and didn't get her wall yet so she will burst hard but she will also pop and can't get away because she is slow and has nothing to escape with if she uses her combo offensively

Also she is heavily gated by mana early on which most other champions do not burn through thier mana pool. Early as fast as anivia does when she is being aggressive

Darkwind2 votes

{quoted}

Again the example was with only tear. On top of that for anivia to get 30 AP she would have to have pure offensive runes

Or, you know, a doran's ring. Can get quite close (21) with AP quints + masteries. And it doesn't really matter much, that 15 AP only changes end damage number by ~25, so either way my numbers are very close.

And if you invested I. All offense you deserve to do the damage, similarly to how adc are not op for thier ungodly damage late game because they pop

? Unsure what this has to do with anything. ap quints + offensive masteries + mpen marks + doran's ring are standard, so this should be the assumed case, not some weird "i build no damage full tank anivia." I'm also not stating whether the damage is deserved or not. I'm just telling you how much damage it is.

Also I commonly get wall at LVL 3 because it offers safety from melee jungler ganks. To ignore wall is again, going full offense and deserves the damage, also I use wall to land Q easier because I can force pathing patterns with it, getting 1 point in W can make landing Q much easier

That's fine. Has no bearing on ER damage, and many people- including Froggen- don't take wall until 8 most of the time, so my numbers are equally valid. That would reduce your ERQ by like... ~25. Even with the -25 from above, you're still close to my numbers than yours.

Lastly my example was for LVL 6 not 7

And your acting like the opponent t is t doing anything in this time frame

They can damage back, dodge the Q, CC anivia, or coordinate with thier jungler for an easy gank because anivia is full damage and didn't get her wall yet so she will burst hard but she will also pop and can't get away because she is slow and has nothing to escape with if she uses her combo offensively

Also she is heavily gated by mana early on which most other champions do not burn through thier mana pool. Early as fast as anivia does when she is being aggressive

All of this is irrelevant. I'm not saying she does this damage for free or that no one can do anything about it. I am simply telling you a fact. With this build, only tear (and doran's if you count that, which no one does), level 7-9, anivia LITERALLY does 30-50% with ER and 60-80% with ERQ. Level 6 it's more like 25-45% and 55-75%, but my numbers are still closer than yours. I don't care that they can dodge my Q, I'm not saying this damage is guaranteed. I'm saying that IF I LAND THIS DAMAGE, I don't deal 40% of their hp, I deal 60+%.

TLDR: ERQ dealing only 30-40% enemy HP is a joke and not even remotely close to factually accurate.

Anìvìa3 votes

Indeed, they take away her ability to be a thread. Any other champion with her stats would be more dangerous than what anivia actualy is. Its saddening that they turn her into a defensive champion that is even less usefull that she was bevore in just doing that.

5ive5peed7 votes

Some aspects of the changes just reward mediocrity. [STRICTLY AN OPINION]:

A good Anivia doesn't need a longer stun time or a longer E cast range. Even increasing the projectile speed for the E eliminates play styles that involve casting it first before procing the ult, or following it up right behind a Q.

The ult was traditionally used to safely harass from a distance post level 6 in lane, because kills were only achievable on her own by the enemy either getting poked down by R-E/E-R combos or falling prey to getting hard CC'ed by a Q, after which the full combo was unleashed and lethal. At level 6, almost every common mid, reworked or not, has an ultimate that directly assists in the burst/nuke of the enemy laner down to death.

Anivia's ult served as a tool to ACTIVELY trade with mid laners who could best her at close range with their CC. It also provided CONTROL by means of creating a zone where MS and AS are both inhibited. YES, I agree the damage amounts for the E with the ult/Q proc are large, but at the same time it comes at the cost of horrendous mana consumption, her lack of mobility, susceptibility to being ganked, as well as the E being entirely dependant on getting that proc for any reasonable damage to be dealt.

If Riot wants her to be a zone control mage, then why inhibit the core element of her zoning capabilities, yet have a blind eye to huge amounts of burst damage her E gets when proc'ed with ult or Q? TBH a power reduction for how much damage the E does after frost is applied could have been enough to satisfy people wailing about how OP her burst is when she is ahead.

This rework (NERF) makes Anivia dependant on landing that Q, which was furthermore dependant on the ult that ZONED them into it or slowed them into getting hit by it. Sure, someone can get close enough to activate the center of the ult onto the enemy laner, but good luck coming out alive because you will be instantly CC'ed/bursted before you can combo anything.

The ultimate, as it stands now, will rarely see use of the massive MS reduction and 50% damage increase at max size because team fights are so dynamic and mobile. It is now strictly situational to instances where people fight at a turret/dragon/baron, but even then how often do people really sit in that small area when fighting?

Anìvìa3 votes

"A good Anivia doesn't need a longer stun time or a longer E cast range. Even increasing the projectile speed for the E eliminates play styles that involve casting it first before procing the ult, or following it up right behind a Q."

This still works, i tested it on players. It just needs some adjusting on your timing.

I agree with the ulti assisting in the kill.

Even more so with your explanation about her strengths as much as her weaknesses.

I disagree with an e nerv helping in others having no/less problems with her. Even more as I dont see any of those nervs justified. It is hard to play your r e and is always at risk of being ganked. Others have equal damage compared to number of spells being used, and so with greater range/ more savety.

I would have loved to see balances that would match other champions with the strong tank/assasin champions that are way too strong right now. ANd so the nerv on anivia would have been obsolete.( I do not consider her too weak or too strong. I simply believe that she was quite in between. Having hard matchups and less challenging ones that still were not easy to win. )

overall her changes feel ( and probably are) like a nerv as there was always a way to counter her or prevent her plays by trading better. They made it even easier to do so for no apparent reason( they said so themself, talking about secretly op, " we see she is not played nor is her rating high, but we think she is too powerfull so we nerv her" )

Her ult sure is designed for a different game. In the older days of lol this might have been considered a buff. But as it is i agree with you. No way anyone is going to stand in that ult or hasent stopped you casting it for this increased dmg to be ever useful.

IgnatiusJ6 votes

Why would you buff every other mage and nerf anivia...AGAIN. Its not like she was tearing up the rift, her win rate was lower than most and she wasnt getting banned at all... nor was she getting picked every game either. Why do you do stupid things like this RIOT, anivia is pretty much the only champ I play, so now I guess I wont be playing anymore. This is almost as bad as the q bug on her last year.

Ixoziel6 votes

Her new ult is bloody awful. It has to sit on the ground for THREE SECONDS just to become usable. No one with half a brain walks into that.

They decided to nerf Q too for some reason. Reduced the base damage and the scaling. Sure, it stuns more at higher levels, but combined with the ult nerf it just sucks.

They should have changed E and left her other stuff alone. They could have turned it into a skillshot and added more damage or smoething.

Chake14u2 votes

Turning E into a skillshot does not do anything except raise the skillcap.

They want to really push forward certain ideals, hence their introduction of her being some great siege champion. They're wrong, clearly, the ultimate doesn't do anything except screw her over. What she was made for was to stall, but people forget that all too often.

Birdamus Prime5 votes

Anivia was easily my main, she had a fun controllable kit that if you were good at it, WAS good. But she always had enormous potential for counterplay from whoever you laned against, and several kryptonite counter picks in the champ select phase.

This new change to her kit ON IT'S OWN, could have potentially just shifted her to be a zone control mage, which isn't useful given what OTHER characters can do, but I guess whatever. I could have probably rolled with it. But they also coupled this change with across the board nerfs to mana regen items from an AP stand point.

Before the patch, I could build ROA, chalice and have semi-reasonable mana regen. I could not spam my abilities forever, but i had enough endurance to wave clear and still have presence in a team fight. As it stands, her mana costs are still very high, but she has no items to work around that. The nerf to R makes her traditional R+E combo harder to pull off, and actually hurt her ability to zone control in a skirmish situation (with a moving battlefield).

I had some hopes of hitting Diamond this season, maybe even further (I was rocking a nearly 70% win rate with Anivia), but I guess "muh mechanics" only defends against nerfs if it's Lee Sin, Zed, Fizz, or some other toxic infinite skill ceiling champion.

Doubt I'll play nearly as much league as I used to, my interest has been destroyed by this across the board nerf patch (I don't see a single person screeching for nerfs to any of the mages like they did after the ADC and juggernaut patches).

Zed At least one mage got a buff, right?

Anìvìa5 votes

jeah, most controll mages do so because you are scared of their abilities. Right now Anivia got a lot less scary. I noticed that the first time already when they nerved her ult range. I can only asume it will get a lot worse once summoners notice the difference. Anivia was already considered "hard to play". They just raised her dificulty level to the godess she is I guess.Anivia

Evewynn4 votes

They should at least decrease the mana cost so you can see it grow to full size without having to back immediately.

Nαgma4 votes

the ult should grow faster and more than the old one . 2 sec to the se old size 3,5 to a bigger size .

TheOvermind3 votes

You seem to forget that once you ult is fully grown you do 50% more damage and slow and you melt everyone ...

Ixoziel6 votes

After THREE SECONDS lol? So if they sit in it for three seconds it becomes a buff? Seriously?

The Blue Rajah2 votes

Well, it does do more damage once it's grown. At least there's that.

Captain Aishi9 votes

good luck getting people to stand in that small zone for four seconds though :S

Profirix5 votes

They are reinforcing her design as a zone control mage, not a burst mage. They ARENT supposed to sit there in the blizzard for 4 seconds. If they do, they deserve to die. Think Sion, but as a mage. I agree it is a little clunky, but they upped the stun duration and technically buffed E range. She will do her INTENDED job well I think, people just need to start playing around her design philosophy. Its actually the way I started playing her before I learned about the instant double E tricks and such. You cast it behind turrets to keep enemies off of it while you siege.

Captain Aishi5 votes

yeah, but that ult change just made her zone control a lot weaker overall though, which is contradictory with their intention

Profirix4 votes

Not really. It just takes time to ramp up. I think they should remove the channel though from the ult so CC doesn't cancel it like Maokai ult.

the18tunder4 votes

They make Brand more powerfull, and cover botlane with a supp that can replace Brand. And there is: "hi people, we reworked Anivia!". GG RITO! [slayer-jinx-unamused]

Chestylapooptrai1 votes

[{quoted}](name=AureIion Solo,realm=NA,application-id=3ErqAdtq,discussion-id=ALFIOLda,comment-id=000200000000,timestamp=2016-05-04T19:18:58.066+0000)

They are reinforcing her design as a zone control mage, not a burst mage. They ARENT supposed to sit there in the blizzard for 4 seconds. If they do, they deserve to die. Think Sion, but as a mage. I agree it is a little clunky, but they upped the stun duration and technically buffed E range. She will do her INTENDED job well I think, people just need to start playing around her design philosophy. Its actually the way I started playing her before I learned about the instant double E tricks and such. You cast it behind turrets to keep enemies off of it while you siege.

Exactly, she wasn't made to burst people down with 2 abilities but she does it very efficiently. She was however made to zone and straight-up stop people if need be with either her W or Q. And besides, if a person where to open up with a Q stun, plus rylais(spelling), and ult almost immediatly after then your target is going to spend quite a long time in that ult. Throw an E in there and she can still burst pretty well imo.

Anìvìa4 votes

rylais on anivia? what? hit your stun, already hard to accoplish ( in case they dont have mercurys this is the best outcome) it will stun your enemy for 1.5 seconds. you casted it half a second ahead of the hit ( you would end up with 2 seconds of ult in which your enemy was standing inside) a second remains for him to move out, and even with our wall he will hardly stay longer in your r than 4 seconds, so effectively 1 second of enhanced dmg? niiiiiiicceeeee, not.

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