Yeah, I get that GP barrels may be a bit strong,

Bârd··4 votes·420 views

but given how easy they are to shut down in a teamfight (any ranged support can shut them down entirely by throwing their meeps/faedust/cloudbits at them, not to mention the other 4 members of your team), nerfing the base damage of such a core spell by 120 is a bit much.

5 Comments

The Bíg Ticket2 votes

There are people who play melee toplaners.

Mannysmoker1 votes

I thought the same 120 damage is too much for how easy it is to defuse it..

Axxuka1 votes

It can crit, apply sheen/trinity, got free Armor Pen on it and slow :/ Stronger then people think

Darth Valer1 votes

Riot Logic: Rework a champ putting 80% of his power budget in asingle spell -> Repeatedly nerf said spell until the champ's mains cry black tears.

Imho the barrels should have been balanced this way:

Mana: 0 -> 40/30/20/10/0 ArPen: 50% -> 30%/35%/40%/45%/50% Flat Dmg: 80/90/100/110/120

This way denying a barrel or dodging them would be even more of an advantage for the GP opponent. The usual two-barrel combo would cost 80 mana, which is huge for a champ with that mana pool (perhaps too much). On the other hand the lower ArPen in the early game would help melee toplaners, who are usually gifted with higher base stats than ranged toplaners and tend to buy more defences than them. The "high" flat dmg rank 1, though, is necessary to make the barrel poke satisfying and worth playing its mini-game. Otherwise, provided you have the guts to play GP next patch, you are forced to farm under turret for 20-25 minutes until you get at least two core items and be a shadow of your former self.

LadyRenly1 votes

not once have i ever been hit by such a cheesy gimmick except aram but aram doesnt count

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