So now that Sterak's is Melee Only
Can it not be listed in Urgot's recommended items?
Can it not be listed in Urgot's recommended items?
Yep! Caught that one a bit too late for this patch; so it's fixed in 7.21.
Just a quick question: Have you ever thought of making a "maximum" range instead of melee only?
For example: "Maximum Range 375" means champs like Rakan/Urgot can make use of this imaginary item whereas champs like Cannon Jayce/Graves can't use it?
Not saying this would balance/etc. something but I was curious. Especially considering how many league champs either transform or are psuedo-range with not-melee but pale greatly compared to standard ADCs.
how would that work though? Graves would be attacking in close range a lot of the time withing a 350 attack range would he benefit from it while in melee with enemies? or would it be baised off of a champions max range?
Maybe have a minimum attack range just for some marksmen? I think some long range ADCs (Ashe, Caitlyn, and maybe Kog'Maw only while W is active, Jinx while Fishbones is active, etc.) would be good experimental candidates. This would make marksmen especially susceptible to divers, vanguards, and assassins when they get jumped, while being good against juggernauts (who can get kited) and mages (who will want to stay at range anyway).
It also creates drawback to having long range.
Yea..... No, Items are finally starting to be sectioned off to the specific classes of champions that are suppose to build them and frankly this is one of the few idea's of the balance team that I agree with. Also the stats that Sterak's provide is not needed on Marksman, majority of them already have the ability to peel for themselves adding tenacity ontop of that just further enforces the ADC meta. To be honest it's better this ADC meta dies down rather than instantly re-surging
I actually meant something other than what people were talking about (oops). I meant minimum attack range as in they shouldn't be able to attack if any enemies close in on them.
Maybe have a minimum attack range just for some marksmen? I think some long range ADCs (Ashe, Caitlyn, and maybe Kog'Maw only while W is active, Jinx while Fishbones is active, etc.) would be good experimental candidates. This would make marksmen especially susceptible to divers, vanguards, and assassins when they get jumped, while being good against juggernauts (who can get kited) and mages (who will want to stay at range anyway).
It also creates drawback to having long range.
As much as I'd love this as a Jax main, I can only imagine how stupid it'd be to leap strike onto Cait, and not even have to turn on Counter-Strike to take 0 damage
Max range makes more sense.
Should be maximum, not minimum, my mistake.
By this I mean any champion with an attack range of 0-375 can buy/use the item. Anyone over 375 cannot.
0 range lul
The only issue would be that unless you knew the exact ranges of champions you would never be certain if the ranged champion you were playing could use it. I love the idea, but how confusing it would be for new players and even long time players can cause some distress.
If I remember correctly when you go to build runaans on a melee champ it pops up in red letters under the item name "ranged only". Maybe this was the past maybe I'm hallucinating who knows but i think I remember that and even if I didn't that's a simple solution to put a red lettered "melee only" in if your range is to high.
You aren't wrong, but the issue is that people would suddenly be like "uh I built this on a ranged champion, but this other ranged champion cannot build it?" With labeling it as "your range is too high" you get dank weed jokes but also makes it a bit frustrating for those who just feel like they dont understand what ranges can and cannot work.
Who knows maybe im applying the "keep it simple" strat league and other games like hearthstone use a bit too far with my considerations and it would be fine.
The game shouldn't be hindered by people who don't know how to play.
If they really wonder why they're not getting the steraks bonus, for example, they'll either ask and learn or just never ask and keep doing it. Besides, range is directly available on your stat screen so IDK if it'd really be -that- hard. Also, y'know mastery/learning experience with a new champ.
Your point is valid. I do not want to say anything otherwise. However, game companies time and time again always decide for the easier to understand concept when it comes to wording rather than be more complex. Generally, not all the time but generally, because complex wording usually means the rules and understanding for these effects are too complex as well.
If you remember those times where champions had really poorly worded abilities they would always change the wording so it wasn't so confusing. When you start to cross clear boundaries it starts to be confusing.
Just a quick question: Have you ever thought of making a "minimum" range instead of melee only?
For example: "Minimum Range 375" means champs like Rakan/Urgot can make use of this imaginary item whereas champs like Cannon Jayce/Graves can't use it?
Not saying this would balance/etc. something but I was curious. Especially considering how many league champs either transform or are psuedo-range with not-melee but pale greatly compared to standard ADCs.
I like this idea. Urgot is meant to be a juggernaut now, so not having access to Sterak's after it finally got buffed sucks.
Just a quick question: Have you ever thought of making a "minimum" range instead of melee only?
For example: "Minimum Range 375" means champs like Rakan/Urgot can make use of this imaginary item whereas champs like Cannon Jayce/Graves can't use it?
Not saying this would balance/etc. something but I was curious. Especially considering how many league champs either transform or are psuedo-range with not-melee but pale greatly compared to standard ADCs.
Agreed 100% thank you articulating what I've been thinking for a while.
Just a quick question: Have you ever thought of making a "maximum" range instead of melee only?
For example: "Maximum Range 375" means champs like Rakan/Urgot can make use of this imaginary item whereas champs like Cannon Jayce/Graves can't use it?
Not saying this would balance/etc. something but I was curious. Especially considering how many league champs either transform or are psuedo-range with not-melee but pale greatly compared to standard ADCs.
Well, I doubt the majority of players always have range knowledge. Is Nasus in there when he ults? Small example but hopefully you see the point.
simple yet genius
[zombie-brand-clap]
I was playing Ashe on TT recently and noticed that banshees is still in her recommended (along with many others I assume); any chance it could be updated?
[{quoted}](name=Riot Wittrock,realm=NA,application-id=3ErqAdtq,discussion-id=GmuLIudv,comment-id=0004,timestamp=2017-10-12T17:59:09.064+0000)
Yep! Caught that one a bit too late for this patch; so it's fixed in 7.21.
Ayyy that's nifty.
Maybe this isn't the best place to put this comment but why is the base ad buff limited to Melee anyways. Think about it, the main issue with stereks beforehand was it being able to be used viably on a marksman(not its intended purpose). Now that it scales with bonus hp you are basically forced to build these bruiser items with included health to really make much use of the items passive so why would we need to worry about them using it anymore. Champions like Urgot and Graves are Often in the thick of things and this item fits that style perfectly, I see no reason to limit one of the items effects based off whether they are melee.
[{quoted}](name=Riot Wittrock,realm=NA,application-id=3ErqAdtq,discussion-id=GmuLIudv,comment-id=0004,timestamp=2017-10-12T17:59:09.064+0000)
Yep! Caught that one a bit too late for this patch; so it's fixed in 7.21.
then what is the plan for Urgot and Sterak's As a jugg he should be able to use it.
Another thing while you're at it; Steraks still says "400 to 1400* damage (based on level)". Why don't you guys change it so it just says the damage threshold for that specific level, like various champion abilities and other items? It makes it confusing to deal with because unless you research the item outside the game, you don't actually know how much damage you have to take for it to proc.
Edited to fix.
Should be 400 to 1400 btw.
Fixed.
As a Juggernaut, it does suck for him that he can't buy one of the core Juggernaut items. 

Just make Urgot melee. He could use the buff of having access to Titanic Hydra.
Can you fix Aatrox recommended items too, actually it doesn't make sense to start
, and then to find it's upgrade in the offensive items after the essentials, also do you think having 2 essentials items
that costs around 7100 gold make sense, and having both
&
in the offensive items doesn't make sense, and I recommend to put
&
in the defensive items you can put
too
Make Urgot melee :^)
But critgot tho.
Titanic streaks BC mallet URGOD.
I need this now.
It might do reduced damage, sure, but damn that would look amazing
Your name tho...
Rip Godgot
you won't agree but , new urgot isn't better than the original one .
fcking failed rework once again .
[{quoted}](name=Snake Prince,realm=EUW,application-id=3ErqAdtq,discussion-id=GmuLIudv,comment-id=0002,timestamp=2017-10-12T15:42:00.554+0000)
you won't agree but , new urgot isn't better than the original one .
fcking failed rework once again .
I played both. New Urgot is infinitely better in that he actually does something significant out of lane, his laning isn't extremely boring shit with almost no chance of ever actually killing anyone, and he actually has a coherent kit that scales with the same style of stats.
For the OP, someday we'll get the promised Urgot buffs to go with the fact he's not good to begin with right now, that he takes full damage from Bramblevest/Thornmail/Rammus W while using Purge, and that one of his favorite items isn't capable of being bought by him.
no . :)
Man, ur probably one of those players that play the pre rework, then shit on the rework because its not there play style.
"X rework was a failure because I don't like it"
Yes , argot was a lane bully similar to cassio that then brought original utility , and had tankiness with some good damage . Also brought on the table a armor shred for you and the team .
what a coherent argument.
I agree that new Urgot was a success in bringing Urgot to modern days, but goddamn if I don't miss the old Urgot too, I had so much fun with him. He felt pretty dang good, actually
[{quoted}](name=Snake Prince,realm=EUW,application-id=3ErqAdtq,discussion-id=GmuLIudv,comment-id=0002,timestamp=2017-10-12T15:42:00.554+0000)
you won't agree but , new urgot isn't better than the original one .
fcking failed rework once again .
You're right, no one will agree with that.
Auto killing someone with chainsaws is way too fucking fun t
I bet you prefer the old Warwick too
no he was useless now he is really strong . i prefer old zyra and miss ap sejuani
Urgot being classified as melee would make him more like the ranged jugg he was meant to be. If he does become a melee champ then He can't use
but at least imaging the ranged
proc's Sweet mama that is gonna be some good stuff.
Sweet mama that is going to be some broken stuff.
While they're at it, can they take one of the morellonoms out of Zilean's recommended page, unless Riot really thinks he needs to buy two....
I was looking into Gnar builds, and I was excited as hell to try Triforce-Steraks on him again. The Mega Gnar procs were around 450. But then I realized that he gets no ad or passive in mini form.
Some champs just can't have nice things.