So if Tracker's Knife was removed for being mandatory in Pro Play...
Does that mean you guys will be removing Banner of Command from the game next patch?
Does that mean you guys will be removing Banner of Command from the game next patch?
Banner's certainly strong, but it's still early to say with 100% confidence it's absolutely mandatory. I understand the hype around the item in the EU games especially was off the charts, but already we've seen games where teams didn't take it. I think on the pro stage it'd be foolish not to have a plan for dealing with it right now, but that's true of most meta driving champs and systems.
What's riot opinion on allowing champs to buy a reduced amount of green wards over time? (Pretty much like spellbook counters or biscuits.)
Edit As soon as i posted this i thought of: a plant that drops green wards. Literally Pobelter himself couldn't have come up with something like this.
What is the plan for it, though? Picking an AD mid laner?
My issue is that Tracker's Knife was removed, without providing a viable alternative, under the pretence that games would be less safe and therefore more entertaining. Instead, games have far less action because everyone is playing risk-averse, and the teams that are taking risks are being punished for it.
The Banner of Command + Baron interaction has a direct impact on how passively this week's games have been played out because teams simply refuse to take risks before 20 minutes because they know the second baron spawns the enemy team will leverage any advantage they have to take it, and that the Enemy Top Laner already has Banner in their inventory waiting to be cast on a Baron Cannon Minion.
Not to mention, Banner of Command in terms of raw stats is pretty damn efficient for a Tank and nobody else. So Top Lane's champion pool pretty much immediately stagnated because Jungle and Support don't have the gold income to rush it. So here we are back in 2017 watching Maokai vs. Gho'gath every single game.
Sorry, I didn't mean to suggest that I think Banner of Command is in a sustainable spot.
Instead, games have far less action because everyone is playing risk-averse, and the teams that are taking risks are being punished for it.
I do think it's really hard to know determine how much of this can be attributed to Banner, Tracker's, meta champs, etc. From my own perspective, early games have felt similar to previous patches, not significantly more action, and not significantly less. If that's the case, then perhaps it speaks to there being too few valuable things to do on the map before Baron spawns.
And how can you say that Banner isn't already having a significant effect when, in NA at least, in games that 1 team built Banner and 1 team didn't the team with Banner won 100% of those games?
In fact, if I am recalling correctly, Banner was built in something like 18/20 games between NA and EU this week.
And how can you say that Banner isn't already having a significant effect when, in NA at least, in games that 1 team built Banner and 1 team didn't the team with Banner won 100% of those games?
I didn't say it isn't having a significant effect. I said it hasn't proven to be mandatory.
Banner is an effect that helps teams secure a win. It would make sense that the winning team would be more likely to have one, because the team that is ahead is more likely to get baron, and banner is better with baron. There isn't reason that didn't exist in 8.3 that exists in 8.4 to pick Banner as a team that can't get Baron.
I didn't say it isn't having a significant effect. I said it hasn't proven to be mandatory.
Banner is an effect that helps teams secure a win. It would make sense that the winning team would be more likely to have one, because the team that is ahead is more likely to get baron, and banner is better with baron. There isn't reason that didn't exist in 8.3 that exists in 8.4 to pick Banner as a team that can't get Baron.
Even if it is determined banner is an unhealthy item for long term in the game I think its important for players understand how banner has evolved and understand how banner really works. Banner if currently being used for a high chance win win situation for the team that gets baron. If one team gets ahead, or believe they can secure baron by superior objective control or mid game teamfighting, they will get banner. However if a team was planning on it but didnt get a lead, sometimes they will just sit on aegis and build a more teamfight item to boost the odds of actually getting baron. Some teams were able to get baron and break base regardless of banner, and sometimes banner had a meaningful impact on its own in the game. While early regions went banner crazy, eventually players realized the minion dematerializer can just delete banner minions and a really strange game was being played during siege not really seen before. This lead to things like back and forth barons or multiple barons needed to be obtained for teams because either their strat got countered, their strat was too narrowminded, or they were playing a relatively similar game to what was happening before. This shows adaptation and brings to question the true impact of banner. At the end of the day, banner isn't an effective strategy in most elos because it requires coordination, one of the strongest power swings in the game, and the ability to execute the push with it. What is way more important is if it is decided as a low interaction, unhealthy, and unfun strategy and way to play league of legends at the top side, and if that is the case is the item need of adjustments, rework, removal etc. I hope people appreciate how much effort is put into understanding and comprehending the change and I wish the best for the balance team! <3 Love these posts keep it up!
Except banner was, I think, quite nearly undefeated across all regions when one team built it and the other didn't; including here in NA where it was undefeated in one sided match-ups. (I'm also pretty sure that relative number of banners was almost 100% predictive of which team would go on to win the game.)
And the threat of an item dictating not just rune build but the specifics of rune use is FAR too much power for one item to have.
I don't see how this isn't, essentially, the EXACT same issue as Ardent Censer again.
Ardent was 100% of the time the rush item for both teams.
This is a win-more item. Not anything else. So of course the team that is ahead and securing Barons is going to be the only team to build it-- it does almost fuckall defensively. Guess what, that team is also already more likely to win before any of those things happen, due to autocorrelation of the whole chain of events. So if they execute the full chain, and get BoC + a Baron push or two, it makes sense that they would win.
[deleted]
Agreed. But sometimes it can feel like there's no good reason to fight until Baron's up, and since it doesn't spawn for twenty minutes, that can feel like too much downtime.
Agreed. But sometimes it can feel like there's no good reason to fight until Baron's up, and since it doesn't spawn for twenty minutes, that can feel like too much downtime.
please dont tell me that the next step for proplayers is going to be to make baron spawn at 10 min
Hold my beer
Hold my beer
...what type of beer is it, and can I finish it? These are important questions.
I mean, I feel like that's a result of the disparity in reward between kills, towers and baron. Baron's value is so out of line with almost every other objective in the game, it makes perfect sense for it to be a major contest.
I think Bannon minions are just symptomatic of this, in that they are getting max value out of an already extremely valuable objective. I can think of a couple ways to stop that:
A) Making Rift Herald maybe respawn, or stay spawned later, and pushing Baron to be the late-game closer it is maybe intended to be. Or B) you need to nerf some other aspect of its reward or it will be so hotly contested it will warp the rest of play around the 20 min mark like we're seeing. Or C) make Baron at 20 min statistically difficult to defeat, so that it's a bigger risk to fight it if you know it can be contested, i.e. if you start it and they contest you'll be at a large disadvantage.
If it's meant to help early teams ahead by midgame to close out, then it's as it should be. I think the increased pressure for baron fights is good for the game, as it prevents turtling, and also means that the incentive to get baron is at or close to the right place.
removal of trackers is fine, you gave Zombie ward in it's place and leesin is fine too, we saw him perform. banner of command on the other hand forces teams(supports) to take de-materializer. And when some thing is forced it's usually not good. Also games games have been bloody, just watch EU, NA has always played passively. Zac can tower dive a corki level 3 mid, if NA teams don't do it, it doesn't mean others don't.
You mean like...controlling vision? Oh wait.
when are the sion nerfs and gp buffs comin in?
Pro play has always been and always will be risk averse. A 70% chance at success is not good enough when you only have a minimal number of games to play and win in a tourny. This will always be true, especially since pro players are just as good at punishing anything they can punish for.
One thing about Banner of Command that's always pissed me off is how you CANNOT fight it with magic. Why can't the powered-up minion just be extremely resistant to magic rather than completely immune?
Maybe if you nerf adcs and buff towers we could get sieges back, plus taking baron would be slower giving more time for the enemy team to contest.
Right now if you have a 2 item-full-build adc and a jg you can get baron pretty fast.
They removed it because they didn't like how much vision it granted and also because it seemed odd for junglers to keep a sightstone-like item but supports to not have one.
Pro Players have been running Sightstone or Tracker's Knife since the LCS began. It makes no sense for them to remove it now. The only thing that has changed over the years are the morons Riot have decided to hire to Balance their game.
Pro Players have been running Sightstone or Tracker's Knife since the LCS began. It makes no sense for them to remove it now. The only thing that has changed over the years are the morons Riot have decided to hire to Balance their game.
^this...
[deleted]
actually, they removed it so that there would not be a choice in the upgraded versions of support items. formerly, you could choose to have sightstone, or not have it--getting some other active ability if you went without. You could even go the Ruby Sightstone route, and get active item CDR. The change took these choices away, and the fact that our current option is more gold efficient is mostly a byproduct. That is not to say I think the change was a terrible one--I just want you to recognize the cost for what it is.
[deleted]
Cosmic Insight had it before, and not significantly much. Ingenious Hunter has a more valuable level of it, but item CDR is at the strongest when you stacked up to the max because it stacked additively. You could get 61% item CDR stacking all the item CDR sources, and it actually was insanely overpowered if you could use it well. AP support? Constant barrage of spooky ghost for catches and just safe map travel. Enchanter support? Could use Redemption as a casual tool, not a major ult level CD, and may as well just call the Talisman active Sona's E. Because it had nearly the same value with its lower than 20 second cooldown. Tank? Get that Righteous Glory down to a 35 second CD. Because you really need to have that level of initiation on Alistar every 35 seconds where you can just RG up to them, Q them with the RG slow, then get behind them and kick em back into the team. Let alone the triple ZZ'rot cheese where you could get 3 of them out at once, or drop a banner 2 times over the span of 2.5 minion waves spawning to really make a wave slowpush in your favor.
If you were running double item CDR runes, Ruby was worth an effective +33% more CDR, not 20%, because of how insane CDR starts to scale once you get over certain values (Every point of further CDR being worth more than the last on an exponential curve. For example, the value of CDR from 0-10% CDR is less than 2/3rds of the value of the CDR going from 30-40%).
[{quoted}](name=Fate Fire,realm=NA,application-id=3ErqAdtq,discussion-id=G8oRAA4d,comment-id=000100000001,timestamp=2018-03-05T01:00:25.447+0000)
Sightstone was removed to open up more options for Supports so they didn't have to be forced to buy what is essentially an 800g Ruby Crystal taking up a slot. It was gold inefficient since the only value it had was in vision which has long since been devalued with so many "conveniences" that are given to you like timers and vision plants.
lol wut?
gold inefficient? ruby sightstone gave 20% item cdr... that affects things like the
and all the other support actives (which btw we also lost) ,

and u think the new shit is gold effcient? sure a eye of frost is extremely gold efficient... but the t3 upgrade is complete and utter shi,t you are literally spending 950 gold for 860 gold worth of stats.
why the bloody fuck with anyone with half a functioning brain cell build that when they could build their next core item. the only time to ever upgrade the t2 support item into the t3 support item is when you max build and have already bought your elixer and have nothing else to spend it on..
now not only do we not the the tribute effect we have to build an entirely new item to get the same effect (once they even release them) which now costs more because the gold on your support item doesn't cont toward it.. it also delays your core build if you do want to get that affect again. also instead of getting a sightstone at 6-8 min the average is 11 min, this delaying much needed vision even more
There is one reason to upgrade the support ap item. You are an AP support and you want to start wave clearing.
And they specificly wanted to get rid of Ruby Sightstone's item CDR. It was actually unhealthy when applied in combination with the Ingenious Hunter rune, and they need to rethink (and balance) item CDR before reintroducing it as something you can stack up.
They removed it because they didn't like how much vision it granted and also because it seemed odd for junglers to keep a sightstone-like item but supports to not have one.
well they shouldn't have fucking deleted sightstone either...
yeah can we remove mid laners too as well as they are mandatory in pro play... hell even in non pro play... must be deleted. only lane that can stay is top laners that dont pick nasus
(if your honestly too stupid to realize that was sarcasm this is your hint...)
honestly what kinda of bullshit reasoning was that anyways...
lets screw over 99.99% of players because pro player with a 5 man team and voice chat can ward properly.
I mean, Riot's reasoning behind the removal of Tracker's Knife sets a dangerous precedent. It's really scary to think that at any point Riot could remove Warmog's or Luden's Echo/Archangel's Staff without providing a substitute item because they're picked in a high percentage of Pro Games.
Didn't they say they were going to explore jungle items again in an upcoming patch? Like .5 or .6?
We seen one with the control ward replacing all three that the community gave feedback and said we didn't want, so their only option is to remove what they were planning on replacing anyway and come up with a different substitute.
I wouldn't say "riot will remove items without providing a substitute" when we've already seen them exploring substitutes before these changes.
Well they were going to roll the ward active into the other two jungle items, but everyone made a huge fuss.
can you provide a link, for evidence of this claim?
Surrender@20 post with item listed http://www.surrenderat20.net/2018/02/26-pbe-update.html
Hit CTRL+F and type Pathfinder
Video of the functionality of said item: https://www.youtube.com/watch?time_continue=8&v=ZNOLpvYSxvI
Banner isn't “mandatory” it’s just overturned with baron empowered minions, so of course pros are gonna use it to seige easier without taking any risks.
Does that mean
is getting the boot?
Tracker's Knfie was removed because there was no way to nerf it without making it so worthless that it may as well be gone. Banner can be nerfed just by tinkering with its stats, but Tracker's will probably require some more creativity before it can come back, if it even will come back.
I don't doubt that it needed to be changed, but it wasn't breaking the game in the meantime. Riot should have only removed it once they had a viable alternative ready to replace it.
[{quoted}](name=Baron Barian,realm=NA,application-id=3ErqAdtq,discussion-id=G8oRAA4d,comment-id=0003,timestamp=2018-03-05T00:50:16.660+0000)
Tracker's Knfie was removed because there was no way to nerf it without making it so worthless that it may as well be gone. Banner can be nerfed just by tinkering with its stats, but Tracker's will probably require some more creativity before it can come back, if it even will come back.
What do you think of a passive that places a blue trinket ward on every X jungle camp kills or after X amount of time? For example, you could invade, take enemy blue, and leave a blue trinket ward so they get spotted for a brief second before they destroy it? I'd say that's pretty balanced. "Unbalancable" is used so nonchalantly but it's rarely used correctly.
I think Riot has quite a few options. My favourite solution would simply be adding a Passive onto Hunter's Machete & Talisman that reduces the cooldown of Trinkets.
I think Riot has quite a few options. My favourite solution would simply be adding a Passive onto Hunter's Machete & Talisman that reduces the cooldown of Trinkets.
Another fine suggestion!
how about a passive that doubles the range at which you can place your wards?
Or half the adcs?
meanwhile this summoner spell is mandatory period
Remove all the items and make one item specifically designed for each and every champion, then a set of 2 items for each of the classes and sub classes they laid out a few years back, then see what we do with it
Took a bit longer than expected but...