How about we remove Warlord's bloodlust?
Can we?
Can we?
All they need to do is give it the treatment every other keystone mastery has: have it apply only on champions. There. Problem fixed. I don't understand why it was released in any other way.
All they need to do is give it the treatment every other keystone mastery has: have it apply only on champions. There. Problem fixed. I don't understand why it was released in any other way.
i don't think that this will fixe it for ever
Why not?
Why not?
because 15% of crit damage is an aberration, if you deals 800 you get +120 hp along with the lifesteal, every 2 seconds. Every ADC abuses it right now not talking about yasuo.
and don't forget the free 20% as
which is why having it apply only to champions would be a huge step in the right direction; it would cut out a huge amount of sustain that adc's have in the early game.
Also, adc health pools are so low (lower than last season) that if they are actually focused they die VERY quickly; and then their healing doesn't matter. And yes they can kite.....and get peeled for......but you have an adc on your team too and could have them do exactly the same thing.
which is why having it apply only to champions would be a huge step in the right direction; it would cut out a huge amount of sustain that adc's have in the early game.
Also, adc health pools are so low (lower than last season) that if they are actually focused they die VERY quickly; and then their healing doesn't matter. And yes they can kite.....and get peeled for......but you have an adc on your team too and could have them do exactly the same thing.
you imply like riot that i authomaticaly have an ADC in my team
You're right, I am. Fact of the matter is adc support bot lane has been part of the meta since very early in season 2; this is when I started playing the game and it was already even at that point pretty solidified. Why? Because it is still the strongest setup that can be run. You should have an adc on your team.
I'm all for meta breaking; like a double bruiser bot lane, but the sustained damage and safety that an adc provides is something that every team needs.
Welcome to what league of legends is becoming; You actually need to make a team in champ select and not just pick strong picks or w/e you want to and think you are going to win. Side note: I completely support what it is becoming here (if some of the ideas are a little out of whack for a while, I can live with it).
You're right, I am. Fact of the matter is adc support bot lane has been part of the meta since very early in season 2; this is when I started playing the game and it was already even at that point pretty solidified. Why? Because it is still the strongest setup that can be run. You should have an adc on your team.
I'm all for meta breaking; like a double bruiser bot lane, but the sustained damage and safety that an adc provides is something that every team needs.
Welcome to what league of legends is becoming; You actually need to make a team in champ select and not just pick strong picks or w/e you want to and think you are going to win. Side note: I completely support what it is becoming here (if some of the ideas are a little out of whack for a while, I can live with it).
and this is why the game will never be balanced. Fact: we filled the cycle of riot by buffing ADC once again (back into season 3)
All they need to do is give it the treatment every other keystone mastery has: have it apply only on champions. There. Problem fixed. I don't understand why it was released in any other way.
That's where it's at it's strongest, though. Once an ADC has 50%+ crit (two items now) they can heal through most damage in fights, once they have a bloodthirster they win every fight, and throw in a Death's Dance? Unkillable kite machines.
Needs a way longer cooldown, something around 20 - 30, then it might be okay.
Its actually really strong in the beginning of the game because it allows for essance reaver into a zeal item rush and still provides sustain (and im talking about in lane when they can and do sustain off of minions/monsters). I have seen adcs solo dragon with essance reaver +rapid fire and a dorans because of this mastery. If it was only applying on champion hits, thats far less damage they are healing off in the early game. And changes to the early game can have dramatic effects on the rest of the game.
Also, adc's don't get 50% crit from 2 items unless they have some in their runes as well. Most of the items in the game grant 20% crit chance I believe, so you are hitting 40% crit from 2 items.
Finally, while you are right that they have lots of sustain now, but remember that you have an adc on your team doing that exact same thing. Just play to the opponents weaknesses and the adc's will still fall; or play to your teams strengths.
I sorta feel like i have to take the stance that an adc should be the primary damage source of a team; they should be almost impossible to solo kill (past the early game) and its the reason why burst mages/assassins exist in mid lane, to 100 -0 the adc as best as possible. This is more or less how adc's should be; powerful enough that it requires team coordination to take them down/keep your own alive.
Also, adc's don't get 50% crit from 2 items unless they have some in their runes as well. Most of the items in the game grant 20% crit chance I believe, so you are hitting 40% crit from 2 items.
Not exactly.
20% Crit Chance:

30% Crit Chance:

So, depending on which two items, you'll have 50% Crit Chance. The cheapest way is at 3300 gold (Cheap Zeal upgrade + Cloak).
Whoops okay fair. For some reason I was thinking in my head Essance Reaver into Infinite edge rush, which would be 40%. But that definitely doesn't have to be your build order.
Either way, Essance reaver is usually the rushed item now simply because it gives you mana and health sustain off not only champions, but minions as well. Looking forward to the hotfix.
Also, adc's don't get 50% crit from 2 items unless they have some in their runes as well. Most of the items in the game grant 20% crit chance I believe, so you are hitting 40% crit from 2 items.

While I kind of agree with you, they went overboard on making ADC's strong. ADC's should only reach that point late game, MAYBE mid game if they get ahead as hell. The problem is ADC's are actually really strong out the gate right now and with one item are really good. That is too much power too fast, especially since they all got a stupid 5 AD buff at level 1 for god knows what reason, while tanks lost all their base stats from masteries.
I don't think the preseason changes are so horrible that its like, the apocalypse, I just think a lot of things are tuned way, way off but its fixable. Mechanics wise the game is certainly more interesting lol
I will say though, warlord's bloodlust could be removed and replaced by an option AP mages would actually like since currently there is NO option for them. AD's still get fervor of battle, but AP's have nothing. Deathfire Touch has horrible damage all game due to most spells being AoE on mages, and Thunderlord's Decree is laughably bad to the point that I consider it to be the worst keystone by far with 0 competition in that department lol (mostly due to its ridiculous cooldown).
Either that or just make deathfire/thunderlords actually appealing to mages and then nerf warlords to be under control lol
Yea, adc's should only reach that point in the late game, I completely agree. That being said, I would rather see incremental changes made because the synergy is so high, nerfing multiple things can result in making things too weak. Nerfing Warlords in the way it is getting nerfed has a LOT of early game impact which in turn will impact the rest of the game. So yes, while Adc's are too strong right now, Im very curious to see what happens after this change.
I still maintain the position that adc's should be doing the most damage on a team and should require team coordination to take down. In other words, adc's should be stronger than they were last patch/season; 1v1ing them shouldn't be done by disruption tanks (generally) and the value of a burst mage blowing them up or an assassin doing the same should go up. Adc's also lost a lot of base defense that they had, don't forget that not only the tanks lost out there.
I don't know now much deathfire's touch can be changed; even a 10% AP ratio on top of normal burst rotations is powerful (Look what happened with echo, I know that has base damage also but still). I mean, when I mid, I usually play Xerath, so Deathfire's touch is amazing in my book, if i hit just two champs with Q or W (not hard to do in a siege situation or decently started teamfight) I'm doing all the damage a single target spell is. Long story short, I don't think its necessarily as weak as you are making it out to be. I would be really curious to see data on how much damage it was doing over the course of the game, but alas, I don't think we will get so lucky.
Guess what is happening in the hotfix early next week :D
Guess what is happening in the hotfix early next week :D
Oh, good. It won't bother my MF play since I play her aggressive lane bully and just continuously poke my enemy laners anyway.
Guess what is happening in the hotfix early next week :D
And I don't like thse new changes either. The mentioned changes address only Trynd problem, but that's not nearly enough 15% lifesteal upon what is yet increased damage (mostly baased on luck) is still beyond stupid, the first guy that can damage the enemy bar of the enemy ends up automatically getting the nod unless something major happens during the battle with little to non possibility to outplay to happen. Tl; DR If Yasuo can dash to you, you still have no counterplay
What they should do, imho, is
Your critical strikes on enemy units heal you for 5% of the damage dealt (heal capped to X hp) and grant you 10% attack speed for 4 seconds. (X second cooldown). The effects are doubled upon hitting an enemy champion
I actually don't think this is good at all. You still have the problem of giving sustain to champs who aren't suppose to have any that early. By making it champion only you ensure that a champion is buying lifesteal (delaying their crit synergy builds) if they want sustain.
Mid to late game while this does provide some healing, its going to get overshadowed by a lifesteal item like blood thirster. Also don't forget that your adc is going to do the exact same thing as theirs. Finally, don't forget that grevious wounds is back in the game and there are ways to get ignite on a near 2 minute cool down. Both of these things can really cut down on the healing any champions get.
I actually don't think this is good at all. You still have the problem of giving sustain to champs who aren't suppose to have any that early. By making it champion only you ensure that a champion is buying lifesteal (delaying their crit synergy builds) if they want sustain.
But the problem is that lifesteal upon INCREASED damage is giving to the champ that crit a double advantage, which is a disaster if it is overturned because led to excessive snowball and no counterplay
The problem is that everyone here is looking at Yas/Trynd recovering from bad trades, but that mastery was supposedly for buffing marksmen, so i can understan the reasoning behind the original concept behind giving the heal on enemy units and not only the champs, that's why I kept it...but, regardless of anything, 15% lifesteal in a duel upon getting INCREASED damage is too much not only on a Yas/Trynd trade, but also on a marksmen battle or even worse on a marksmen vs melee with non very strong mobility as the range advantage alone allow marksmen to be far too powerful
I don't care if it is champ only or it's also on enemy units, really, but simply the lifesteal on crit hits CAN'T be so high on champions anyway. 15% lifesteal on a duel is TOO much, from whichever point of view you are looking at it
See I think come late game, that 15% is barely a blip in the radar when you consider how often these champions are attacking and with an actual lifesteal item like blood thirster, how little that extra healing is mattering. Adc's have lower health and resistances on their own this patch than ever before (due to mastery changes) meaning bursting them down is easier than it ever has been. Also, its possible to get ignite on around a 2 minute cool down, and Grevious Wounds is back in the game to counter massive healing. Randuins also reduces the healing (because it reduces crit damage).
I think this mastery currently has its biggest impact in the early to mid game where champions can get access to sustain while building full damage. Changing this to champion only seriously limits the amount of sustain they get in the early game, which weakens their early game, which snowballs into the rest of the game quite heavily.
Yas and Trynd are the poster children for this because they abuse it earlier than any other champion in the game. But you are right in saying that it affects adc's a lot. I just want to point out one major thing here: 1v1ing a carry is NOT something most champions should be able to do.
Last season, there was a REALLY long list of champions that could manhandle adc's for a large portion of the game. This is becoming less true; and we should have less Maokai's, Ammumu's, Nauts, etc soloing carries (which they really shouldn't have been able to do in the first place). On the other hand, fighters and duelists like jax, fiora, fizz and Olaf will still be very potent at killing the adc in a duel (because they have the tools to do so). An immoblie melee champion shouldn't be able to combat a ranged kiter. Thats basically gaming 101. However, if that immoble champion gets onto a carry, they should die really quickly. And it feels like this is the direction we are heading in. I really don't mind this change in mentality: taking down an adc should be a team effort on both team's parts.
See I think come late game, that 15% is barely a blip in the radar when you consider how often these champions are attacking and with an actual lifesteal item like blood thirster, how little that extra healing is mattering.
Late game 15% healing IT IS NOT a blip in a radar given how BIG is the damage they are dealing with a crit AA at full build/almost full build
This is the core problem, basically who land the first or the most crit in a trade sit on a double huge advantage, with this mastery, working on damage dealt is even more deadly coming late game, when, given how resistences work, armor scaling slow down a lot
Yas and Trynd are the outliers because they access this power much much earlier than the others because of their crit passive, but paradoxically once pre-season dust would settle, and more organize game return (I had still in last game 2 people without masteries in my team...we won clearly by the way, but still), these guys would have just the same counter play they previously had
ADC shouldn't be able solo anyone that can get close to them that possess a minimum of damage...we agree on that. But giving them a super duper healing power on crits basically end up in immobile champion not being able to kill carries even if they can get to them, because ADC can keep healing if not immediately bursted, given they have this extra %% healing on every late game crit AA damage (and I'll let you do the count of how big this healing is)
That's why I don't like even the new changes, really, the healing remains too big (and is also associated with AS buff, a thing that is underlooked but still contributes to the mastery power budget because indirectly amplify its effect given that allows you to attack more and proc more healing)
Okay, its not a blip, but it isn't the majority of the healing that will occur when you consider the 20% lifesteal (bloodthirster as an example) an adc is likely to have. Because on a crit, they are healing for 20% of their 250% damage; this mastery just raises that to 35%. GW is still VERY effective at combating this, and allowing an adc that many attacks is still a problem that your team has to deal with. Randuins also will reduce the healing from this mastery because it reduces crit damage.
I don't think immobile champions should be able to deal with an adc on their own. They traditionally have more damage than others (I'm thinking olaf here, but he isn't exactly immobile), or cc to incapacitate (Thinking tanks like Naut), but I think they need to coordinate with other teammates to be effective. They shouldn't be able to walk up to an adc and shrug off their damage and proceed to kill them, which a lot of them were capable of doing last patch/season.
As for who lands a crit first: whoever lands a crit first is actually at a disadvantage because they don't get the full heal and are less likely to crit later.
The problem i mainly see is this: adc's really need this mastery in the mid game (before they have had time to build lifesteal) but I can sorta see where you are coming from that its a problem in the late game. But that makes it tricky to balance.
I see where you're coming from, but would rather wait and see how this first hotfix changes the game. Nerfs to things in the early game (which this definitely affects) can have dramatic changes on mid and late game. I actually think this Warlords thing is a hot fix (and not just waiting until next patch) because it is skewing any other data Riot could be trying to gather.
Okay, its not a blip, but it isn't the majority of the healing
It is still pretty massive, and the act that GW/Randuin exist doesn't really mean that this is still A LOT. You are getting almost as much healing than the one of a brutalizer with this mastery (accounting also for the increased amount of AS that means more attacks) And given that those GW items/randuin are situationale while this mastery is pretty much standard, well shift a lot of the power
I don't think immobile champions should be able to deal with an adc on their own. They traditionally have more damage than others (I'm thinking olaf here, but he isn't exactly immobile), or cc to incapacitate (Thinking tanks like Naut), but I think they need to coordinate with other teammates to be effective
Neither should be possible to opposite. I mean, it should be a matter of who plays better between the two, but now for ADCs is enough to not get shut down not allowing them to attack to actually autowin these trades
As for who lands a crit first: whoever lands a crit first is actually at a disadvantage because they don't get the full heal and are less likely to crit later.
WTF?????? By your same logic, who crit second is even more at disadvantage, because they are getting even further delaying in having theincreased healing. Even if we assume that both guys have 50% crit and go with a sequence like crit->non crit(increased AS)->crit (increased healing and AS)-> non crit (increased AS) -> etc... , the guy that do not crit got even at further disadvantage because the first guys can have more AS and get before the additional crit healing And, have you seen the new items? Right now, getting higher cirt chance is easier unless you were a PD user (but you lose only 5% crit chance) or Yomuu user, since the other AS options have more crit and new Essence Reaver is far more viable than before and got crit
The problem i mainly see is this: adc's really need this mastery in the mid game (before they have had time to build lifesteal) but I can sorta see where you are coming from that its a problem in the late game. But that makes it tricky to balance.
I see where you're coming from, but would rather wait and see how this first hotfix changes the game. Nerfs to things in the early game (which this definitely affects) can have dramatic changes on mid and late game. I actually think this Warlords thing is a hot fix (and not just waiting until next patch) because it is skewing any other data Riot could be trying to gather.
We agree and also I understand what you are trying to say, they are going with hotfix this now, gather data, and then act to definitively settle the thing, but quite honestly, you can see from a mile away that 15% lifesetal on crit hits is too much is any scenario, even if restricted only to champ, and will need to be tuned down...that's why I see no point in completely eliminating for the moment the enemy unit heal to then eventually re-add it later. You just lose time to gather infos on if the item is working in the way it was originally intended That's why i'd say to hit on the most obvious thing now - Yas/Trynd minion healing with no cap (which mean lower it and/or putting a cup and not eliminating it straight away) and the excessive life steal upon crit in trades vs champs-, and then eventually rethink if the item work
Well at least they are addressing it quickly. Still don't really see how it got released any other way. Next on my list to look at is essance reaver, I think its too powerful, but I want to see how warlords bloodlust changes it first. Thanks for the info!
This makes the mastery fairly useless for other people like ADCs that might be interested in a similar mastery. The problem is that it is a build around mastery for 2 champions and a decent mastery for many. The nerf will make it decent for the 2 and subpar for the rest. I expect other characters to not take it anymore and stick with a different keystones....which does not really create a diverse mastery choice system now does it?
I feel like you're underestimating how nice the heal is, even with the upcoming changes. 15% of your crits every 2 seconds in a teamfight or in laning phase while poking is going to be the go-to for ADCs, especially those that start Cull instead of Doran's Blade.
Welp, there went
big lane buff. :(
Planned hotfix nerf is exactly that my friend. Should come out pretty quick here.
And replace it with a keystone mastery more suited to AP mages, yes please.
Great idea, Riot back to the drawing board pls.
Great idea, Riot back to the drawing board pls.
inb4 they replace it with +50 AD on crit
I was thinking they should just remove essence reaver and put the passives in replace of warlords blood lust for the mastery.
UNIQUE: Gain up to +20% additional Cooldown Reduction equal to your Critical Strike Chance~~ from other sources.~~
UNIQUE: Critical strikes restore 3% of your maximum Mana pool.
And just make that the new mastery point -_- just my 2 cents.
...What if it had a more meaningful cooldown?
I think it isn't a wrong idea maintain mastery fixing its interation with champs like yasuo and tryndamere. Just my point of view
The idea of the mastery in itself isn't that bad, it's the numbers that are broken.
I believe Riot could fix it by :
Right now, it's just too good, especially on those with lots of crit synergy.
They've already confirmed they're hotfixing it early next week to only work on champions. Good change imo.
I hope they still leave the heal on crit for monsters, alllowing new junglers is awesome.
You mean buffing Vayne and Tryndamere in the jungle?
Toxic idea bro
Don't remove it, just increase the CD
its too retar ded ,2 sec cd and works on everything ,unlike lets say thunderlord 30 s cd ,every 3 spells/attacks vs CHAMPIONS
Lost a 4v5 where we had the early game advantage the whole time only to lose due to tryn being broken as fuck. 15% life steal from lvl 1 is too broken. Holy shit. People warned them about this yet it still went through. How did they not see this
they are nerfing it
it won't be, it is just going to be something that will continually have it's numbers and effect source tweaked over the next month or 2 and should be somewhat bareble when we hit Season 6. this is the Pre-Season, the time of starting anew and findings new barings and getting settled to new styles.