The Nunu overbuff is real. It makes me sad as a nunu player.
Because now he'll be pick ban then gutted. Makes me sad because my main will die.
Because now he'll be pick ban then gutted. Makes me sad because my main will die.
Our current thoughts on what we'd likely hit on Nunu if he continues to look too strong:
Still evaluating how he's doing of course. Looks like he's overbuffed at first glance, that might settle over the patch though.
and when are you going to adress the problem that support-nunu is dead since the end of s2? (also, buffing someone that had a way above average winrate on experienced players before usually leads to them being overpowered, shouldn´t come as a big surprise).
Support nunu (or any lane) is cancer hes a jungler for a reason.
6.19 nunu had an awful winrate even on expert players so a buff was definitely needed
6.19 nunu had an awful winrate even on expert players so a buff was definitely needed
How is 50% awful?
When a fairly easy champion has almost 50% winrate on dedicated players' matches, it is awful.
When a fairly easy champion has almost 50% winrate on dedicated players' matches, it is awful.
I mean I was at 62+% With nunu before the changes. The changes feel good. Honestly I think the ult needs a change. If I flash ult on someone without flash/a dash they either interrupt the ult or they simply cannot escape. I honestly believe the ult needs tuning. The other thing I'd lose is the half mobi's he gets for free. They don't flow with his kit, it makes no sense for him to have out of combat movement speed, and out of combat movement speed isn't even good for counter jungling, one of his primary jobs outside of fights.
I mean this in all seriousness. The ult buff was far too high. Some possible adjustments.
40% scaling to 80%
Flat 65% with a 5% more AS debuff
50% scaling to 70 or 75%.
Keep as is (same damage and slow) but extend the duration by a second which makes the ramp up slower.
I emplore them not to nerf the 3% hp because it feels SO good to buy items now where as before you bought CDR and it was the only stat you really felt impacted your character. Sure resists made you tanky but it was really hard to feel that compared to CDR or hp. The HP just feels so right. I really would like them to keep it.
Champions being effective off intended role are usually gutted hard, just look at jungle lulu, jungle vayne.
Be glad his intended role and power are close to where they should be (and the only summoner level 1-5 jungler (with ww being okay from 5-9) aside from ivern now)
glory glory hallelujah for support nunu's death. I think a much healthier niche for him is the support-y objective controlling jungler than a weird ASPD synergy support.
In that case, what's changed? Nunu has to sacrifice his % HP auto buff, his 15% MS buff on kill, for a slightly longer duration on his old Consume buff (10% Size and Health), some OOC MS, a bug fix and the ult buff?
And that's your idea for helping pre 6.20 Nunu? You tested the ult buff by itself a few times on the PBE, if the ult buff was all he needed why did it take you so long to publish it?
Actually, technically the Cinderhulk bug fix is actually really big as well, but whatever.
All that does is give him health, and Meddler is discussing that health being nerfed.
If Nunu has 4000 health, he gains an extra 400 from the nerfed Consume. Then he gets 15% extra from Cinderhulk which is...60 bonus health. That's at the late game, if he continues to farm 5 jungle monsters at every point. So, can you explain to me how 60 bonus health is "really big"?
As a reminder, Nunu's health scaling went from 96 to 90 after Cinderhulk was introduced (back when it had 25% bonus health). That amounts to...huh. 108 less health at level 18.
Now, in order to make this up with the bugfix, you would need to get over 6000 max health. Otherwise, the bugfix is straight up worse than Nunu's health was back on patch 5.8.
Aw man, I was hoping you guys wouldn't just revert some of the new stuff. While most people don't like stripping the old for some new, I like Nunu's new identity as this huge health wall early game. It's made a ton of invades into their Jungle for me possible and I would honestly like it more if, like, some of the damage was taken off of his E or R since he is used more for the utility and other things he provides than straight damage.
Something like: E Damage reduced to 70/110/150/190/230 (+75% AP) from 80/120/160/200/240 (+90% AP) R Max Damage reduced to 600/800/1000 (+225% AP) from 625/875/1125 (+250% AP) R Min Damage reduced to 75/100/125 (+25% AP) from 78/109/140 (+31% AP)
I would like that a lot more than you guys taking away from his Durability and Utility.
Our current thoughts on what we'd likely hit on Nunu if he continues to look too strong:
- Base AD to 57 base and 3.5 per level (from 59 and 4.0). Effectively a reversion of the AD buffs in 6.20.
- Bonus HP per consume stack to 2% instead of 3%.
Still evaluating how he's doing of course. Looks like he's overbuffed at first glance, that might settle over the patch though.
Ok so things.
I beg you for the love of god do not nerf his base AD without returning the 1%. That base AD nets about 9-11 autos worth of time in the JG first clear dramatically effecting how long it takes to clear.
I strongly disagree with this change. You're effectively giving him a worse version of what happened before with no compensation. 15% in combat/camp to camp movement tends to be MUCH stronger than 50 out of combat movement. (at least the way I play it does for sure since it lets you escape counter jungling.)
If I may make suggestions based on what I've seen do some or all of these but please don't nerf the base AD without damage compensation.
The out of combat movement speed can straight go. It makes no sense with his kit, is anti thematic to his ultimate of making people move slowly and buffing your allies and honestly is free power you can trim.
Base HP, trim this down a bit (Not a ton) and let nunu's health SCALING stay. Make flat HP scaling part of his chunky tank identity.
Nerf his passive. Increase the number of autos for a free spell by 1. He's virtually a manaless champ with AS marks and this nerf is one of the best ways to stop him from handing off early blues and nerfs his team fighting by reducing the number of snowballs he puts out. It also means his build path will likely need to include at least some incidental mana such as frozen heart (a non hp item) or RG (A no resist item).
What you did to his ult, while nice for me is preposterously silly. You need to nerf it down from 95%. I'd have been jumping off the walls for 75% or even 65% as a flat number. 95% Is thresh box levels where you hit the movement speed minimum cap.
Things I beg you not to nerf if you can find ANY possible way to avoid it.
His Q CD/HP- It's his identity, the 1 second gained is beautiful. Please leave it. The scaling hp can make him the definitive HP tank for the jungle.
His E - It's been nuked from orbit since last time you nerfed it.
So those are my thoughts.
TLDR: I really do hope you'll at least read it. I really don't want to see 2% hp per stack since that will effectively leave him where he was before only worse but with a better ult. I'd much rather lose some of the power from the ult and keep the % hp or lose base HP because the 15% HP synergy with his build paths is great and FEELS really good. Please don't reduce his scaling, he already scales poorly.
Our current thoughts on what we'd likely hit on Nunu if he continues to look too strong:
- Base AD to 57 base and 3.5 per level (from 59 and 4.0). Effectively a reversion of the AD buffs in 6.20.
- Bonus HP per consume stack to 2% instead of 3%.
Still evaluating how he's doing of course. Looks like he's overbuffed at first glance, that might settle over the patch though.
I think he is fine, he takes a lot of skill to pull off as it is, i think the hp is fine but the damage should be left alone, thanks for buff to nunu he really needed it
I think the movement speed is the overtuned part honestly, lowering that to like 5 per stack would be much better considering his base mov speed is super high already.
Nunu needs to be highlighted by someone, then I think people will play him. His sheer health pool early and mid-game is just too good to miss out on. Plus, his ultimate is now impossible to escape by walking out of it now if you start it right beside someone (unless their MS is ridiculous).
Bye!
It's okay, no one will play Nunu... or he will be played for like a week then forgotten again.
Where did they buff nunu? I'm so confused. xD
They increased the health granted to him by his Q for eating monsters to 15% max health from 10% max health, increased his base AD by 0.55 per level and 2 at Level 1, and made his R MS slow increase to 95% over the duration (as well as removing the cast time for it).
Can you give me the source, I can't seem to find it on surrender at 20
NVM found it
I wouldn't call this an overbuff, he has been under performing greatly recently. They only removed the windup on the ulti so.
They also fixed the bug that caused the bonus health from Q to not stack with Cinderhulk, so Nunu is just uber tanky in the early-mid game right now. For those that are experienced at Nunu jungle, you can really easily counter jungle with little thought of dying.
Also, I wouldn't say underperforming, just a painfully mediocre 50% win rate.
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Can you give me the source, I can't seem to find it on surrender at 20
NVM found it
I wouldn't call this an overbuff, he has been under performing greatly recently. They only removed the windup on the ulti so.
He's been at 50%. The buffs upped it 7%. The only reason he's not frustrating yet is because no one but 1% of people play him. If the champ get's to a 5-9% pick rate the forums will be in an uproar over the champ.
I definitely think he's much stronger than he was before, but he still has a lot of the fundamental problems he's always had.
Ya, he has a massive health pool mid game, but he has no damage threat and only mediocre disruption, so there's no reason for the enemy team to actually ever focus him.
Ya, the MS boost gives him more strategic pressure, but he still has only mediocre ganks and poor dueling.
I think he's substantially better at the stuff he does. But he still just doesn't do enough IMO. He only has 2 abilities that target enemy champions (one of which is his ultimate). He actually lost damage this patch (eating a certain monster used to give him small health scaling on his auto attacks and spells). He's not a great peeler, he's not a great diver, he's a terrible duelist.
He has nice buffs/debuffs for marksmen, and he has good objective control. That's pretty much it. I feel like there's still not enough reason to pick him over a more versatile jungler.
picked and gutted? sure, they only buffed him so people WOULD actually play him, and no doubt they're going to rework him soon
I doubt if they gave him another 10 buffs in a row people would actually play him
He has one of the strongest but yet easiest ults to invade in game. I actually got my FIRST Accidental Pentakill with Nunu. I was sitting in the mid bush cooking my ult when their whole team came . Instant killed four of their teammates and I iceballed the last person. Now my nunu bot can shine.
it's pretty much just a less reliable Galio ult :/
not to mention the rest of his kit doesn't make up for his ult being decent
I heavily disagree. Nunu's ult is used more for disruption (forcing out disables and flashes), and debuffing (slowing and attack speed slows) that damage, which IMO makes it stronger.
Or he will end up like Veigar where they have fiddle with him a bit then he'll be fine. Have faith my friend
For people that know he's true power, he's become quite powerful right now. But, his overall pick rate will remain low, so i wouldn't be too worried about potential nerfs and high ban rates if i were you. He still remains quite unpopular for 80% of the player base.
Given the reaction around here, I coulda sworn Riot was gutting Nunu, not buffing him.
My name let's you know I share your pain
Don't worry, it'll only be for a short time, then you'll be repeatedly nerfed, people will stop banning you, and then when you play they'll remember why they banned you.
It'll be like nothing ever changed. Trust me, I know the feels.
as a
main.. i am also kind of dreading
buffs.. because since nunu is the easiest matchup in the world for nid right now.
if nunu becomes sudden someone everyone wants to play. even more people are going to cry about nidalee being OP. becuase she pretty much hardcounters him. either that or she is going to get banned alot becuase people want to play him.
and before you ask.. no, nid is almost NEVER banned in silver or gold. i haven't seen nidalee banned in one of my games since 6.6 went live.
Can we please get back the 1% max hp magic damage on-hit/single target spells?
It could scale per stack of Feed the Yeti.
0.2/0.4/0.6/0.8/1.0%
Furthermore, can we get this magic damage on-hit linked in with his Bloodboil? Nunu should be able to Bloodboil and grant magic damage on-hit to an allied champion.
Or perhaps, casting Absolute Zero should grant Bloodboil to all allied champions in the AOE?
Nunu needs more tools. His kit lacks versatility. He is to predictable. His concept and design is PvE but he's in a PvP game.