One thing I've been wondering Riot

Jefftiffy··1 votes·457 views

About this preseason. How is a mana potion more OP than a item 2003. Because they innately benefit from MR and Armor as well as heal a proportionally high amount based on your max hp. A squishy with 500 hp gets technically more effectiveness than a person with 600 hp assuming no armor and MR differences. Everyone has different HP regens too, so on people with low hp regen it is much better than someone with high regen.

On top of this you remove SotA but leave item 3041 and add in item 1082 to make it easier to build into it. It as OP in the right circumstances, but if something is permanently OP, you can't just remove it? (summoner 4 cough cough). They could have easily made an item with an effect like flash to replace it a long time ago, making mobility more important and a trade off. Instead you are stuck playing can't go anywhere near Annie because she bought item 1328 and has CD from masteries. And why she is such a easy person to show the problems of this game.

You nerf grievous wounds overall and make it more common, but don't nerf healing to make up for hence Soraka got really strong. This also caused an indirect nerf to summoner 14 because summoner 7 now is no longer halved if its cast by someone else.

On the other hand you did some amazing things, like making homeguards permanent and free after 20 minutes.

Back in pre-S4 you didn't like snowbally games were back then, but now it's even worse than ever and you haven't gone back on it. You could end games easily in S5 near the end of the season, my average game length was 35-40 minutes. Which isn't that bad. And when a team got steam rolled it ended in under 30 minutes. Sure there were a few 60 minute or longer games here and there, but at least I felt like everything mattered past the early game.

Seriously Riot, why all the contradictions this preseason? Can someone from Riot explain this to me. Like why are all of this contradictory decisions in the same preseason and why do half of them go against what you previously wanted to do.

4 Comments

Stiv12341 votes

A squishy with 500 hp gets technically more effectiveness than a person with 600 hp assuming no armor and MR differences.

Thats not true at all. He gets more percentage-wise, but percentage numbers dont mean anything. Its the increasing damage of your enemies that makes health pots less and less efficient later in the game.

On top of this you remove SotA but leave and add in to make it easier to build into it.

Literally nobody built SotO. I have seen it exactly twice in the two years I've been playing this game, and once it was me. It was a noobtrap, nothing more.

Instead you are stuck playing can't go anywhere near Annie because she bought and has CD from masteries.

Thats an Annie problem, not a Flash one.

You nerf grievous wounds overall and make it more common, but don't nerf healing to make up for hence Soraka got really strong. This also caused an indirect nerf to summoner 14 because now summoner 7 is no longer halved if its cast by someone else.

True in a way.

Back in pre-S4 you didn't like snowbally games were back then, but now it's even worse than ever and you haven't gone back on it. You could end games easily in S5 near the end of the season, my average game length was 35-40 minutes. Which isn't that bad. And when a team got steam rolled it ended in under 30 minutes. Sure there were a few 60 minute or longer games here and there, but at least I felt like everything mattered past the early game.

This is completely true, too, and also kind of sad because IMO the longer, more equal games are more fun than the steamroll ones.

Jefftiffy1 votes

{quoted}

Thats an Annie problem, not a Flash one.

The problem with flash is it is the reason people like Annie are hard to deal with. They have a gapcloser to make up for their lack of mobility and high damage because they are supposed to be immobile. Until you removed summoner 4 people like Annie are "immobile" but have ways to get around that. In DOTA you have to build a Blink Dagger to get around it and that is expensive and requires you to horde gold in a game where death means losing some of it. League you just get it for free meaning that now immobile champs have a mobility and can actually lower that CD a lot of the time (thanks to free homeguards, not that is a bad thing overall).

Erockandroll1 votes

I think the problem is, When we're talking about a resource, the unbalance comes from peoples ability to spend it. Where a champion's spell rotation, actually has a lot of sway.

In contrast, Sure people with higher resistances tend to have higher stat efficiency with Health pots. But the only thing you can spend that on is taking an extra hit. (unless your Vlad)

Jefftiffy1 votes

I just realized to top off the grievous wounds nerf, they never corrected summoner 14 text. It still states 50% instead of 40% and doesn't say that it only reduces self healing at least in game.

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