Can we buff zzrot minions back up?
They feel super weak, even on a champion like chogath who has 4k hp...
They feel super weak, even on a champion like chogath who has 4k hp...
I just wish they could walk further before dying
[{quoted}](name=420 grams,realm=NA,application-id=3ErqAdtq,discussion-id=Hx9RrA24,comment-id=0000,timestamp=2017-02-26T21:04:51.838+0000)
I just wish they could walk further before dying
I wish they could take more than one enemy minion hit before they poof.
Another option would be to allow every other minion have the %hp bonus ad damage.
they gutted everything about the darn thing so its pretty meh now*[zombie-nunu-tears]*
My opinion might not be very popular, but personally I found the item pretty cancerous, so I'm happy not many people are building it now.
My opinion might not be very popular, but personally I found the item pretty cancerous, so I'm happy not many people are building it now.
i just mean, instead of just downing the distance of the item or the hp of the critters they just went and made it mostly useless. i agree it was sheer cancer in it's prime and was seeing 3 or 4 per game.
Did it ever get to that point? In a team full of premades maybe, but the pickup rate of Zz'Rot Portal was always pretty low.
Did it ever get to that point?
Yes. In ranked, there were matches with 6-7 Zzrot being built.
This was back when the regen, armor, MR and active were all far superior to the trash it that they are now.
I wouldnt call it low. In its prime I remember it being pretty standard on both Top and Support. Some junglers picked it up as well.
But to be fair, the guy did say "per game". If your top/support got a Zzrot, the enemy would often counter with 2 Zzrots of their own.
I'm personally against this. I don't feel playing against ZZ'Rot is particularly fun.
Either they drop it and guard it, while they basically just wait for it to kill your turret or they drop it and leave it, then teamfight when eventually you have to send someone to deal with it.
Either way, it feels uninteractive and frustrating, forcing reaction without any real input from the enemy team.
Either way, it feels uninteractive and frustrating, forcing reaction without any real input from the enemy team.
Catching a stray skillshot and being half health is less interactive than zzrot... Being nuked at level 3 by a high damage high mobility champion is uninteractive... Having a jungler camp you making your lane 2v1 is uninteractive...
Yet we still have all 3 of those.
I mean, he has a point. Giving examples of things you feel are more irritating than Zz'rot doesn't make the item any less annoying. it's like when your mother says some stupid shit like "There are starving children in Africa, and you don't like broccoli?"
I'm from Africa and i don't like broccoli.
No, while they are not fun, they are interactive. Why? Because when a you put something down, and then actually do something while the zz's passivally give you advantages which can only be truly countered with another zz (which is toxic because it removes interaction and forces lanes into a passive state where noting happens). Being ganked and fighting(i.e. Throwing skill shots) is interacting which makes it interactive. Things can not be fun, but interactive...
None of those things are uninteractive, save perhaps for the first one, if you happened to be standing still like a sponge.
So, I could go on and on about these subjects, but I'll focus exclusively on ZZ'Rot to keep myself from getting too wordy.
#The Issue: ###ZZ'Rot has a key issue with how it functions at its very core, something that is the very essence of what creates uninteractivity; It cannot be proactively dealt with, and sometimes, not even reactively.
#The Details: ####If you don't know what exactly that means; There are two forms of "Action" one can take: Reactive, which is to respond to what your opponent is doing; to follow. Proactive, which is to prepare for or to set up; to lead.
These aren't really related to the immediate goings-on of the game, so many players don't really even know about them, but they're key to any form of game of strategy; The one who acts proactively is the one who leads the game. I believe it's obvious why that is an advantage. By leading the game, you can control its course, by controlling its course, you decide who wins.
Things like preparing rotations (Pushing several lanes at once), setting up vision control near dragon and/or baron shortly before clearing them, Setting up a counter-gank or even just warding are all forms of proactive action. Actions whose goal is not to gain immediate advantages, but to set up and manipulate things to gain future advantages, or prevent enemies from gaining said advantages.
ZZ'Rot... You cannot prepare for a ZZ'Rot. You know they've got one and you know it's gonna get placed, but nothing more. You don't even know where it'll be dropped. You just have to wait until its down and then spend valuable time dealing with it while the enemy team basically has free reign. You can only act reactively to a ZZ'Rot Portal, and if you don't deal with it, it's gonna spiral out of control.
#The Point: ####ZZ'Rot forces you to react. You don't have a choice. It's either "Go deal with it and give the enemy free reign and certain huge advantages" or "Ignore it and lose valuable objectives." ####You get even less options if you happen to already be the losing team, since you straight up don't even have the resources to react to the ZZ'Rot.
######... This is why I need to actively stop myself from handling more than one topic at once. I write waaay too much.
So, I could go on and on about these subjects, but I'll focus exclusively on ZZ'Rot to keep myself from getting too wordy.
#The Issue: ###ZZ'Rot has a key issue with how it functions at its very core, something that is the very essence of what creates uninteractivity; It cannot be proactively dealt with, and sometimes, not even reactively.
Here is the deal, you can proactively stop their zzrots by getting an inhib, or even just getting a banner of command/zzrot yourself. You can reactivity destroy them.
You could even force a 4v5 while the enemy tank goes and places their zzrot. gasp
you can proactively stop their zzrots by getting an inhib
Getting an inhib doesn't stop their ZZ'Rot at all, it just means you got an inhib while their ZZ'Rot chewed away at your objectives. That's not "Dealing With", that's a "Trade-off".
If you're thinking to destroy their inhib ahead of them placing ZZ'rot, well, that doesn't really change much, does it? It means their inhib is down, it has no effect on ZZ'Rot, not to mention taking an inhibitor isn't something you can just choose to do at any time.
or even just getting a banner of command/zzrot yourself.
Having to counter an item by getting the same (or a similar) item isn't at all healthy design. That just means the item is too hard to deal with or too powerful to be dealt with, so the game becomes a sort of "Who can get and use the most of this item"-fest. Things like that never turn out well, or fun.
You could even force a 4v5 while the enemy tank goes and places their zzrot.
So, say the one with the ZZ'Rot is the top-laner. What are they gonna have? Teleport. What now?
There are also plenty situations where someone can place down their ZZ'Rot and you can't force a 5v4, either because your team is split up, because someone on your team is dead or hell, maybe the 4 members they have left are powerful teamfight champions. Think Sejuani and MF kinda stuff, stuff that doesn't need a full team to win a teamfight.
gasp
Oi, don't you condescend me ye cheeky thing, I said nothing disrespectul to you and only gave actual points and arguements, so you can at least show me the same dignity.
In the end though, I'm not against having something with a purpose like ZZ'Rot, ZZ'Rot just isn't it. Not in its current iteration anyway.
The damage they deal(which is what scales with hp) feels high enough, especially on a champ like cho. Their health and duration however...even on short distances, they die to anything if it just looks at them, they only reach turrets if they are really sneaky, and they hardly push other minions, and the max distance is VERY limited right now.
Though on the other hand, i could life perfeclty fine without voidlings, focusing more on it as an hybrid def item and the pointrunner passive and evt hp/5.
As much as I like the point runner passive, and the mixed defense items, without the active it isn't gold efficient enough to pick up. Look at 
with "focusing more on it as an hybrid def item and the pointrunner passive and evt hp/5." i meant either lower the voidling power or remove them and make the rest of the item actually cost efficient. I thought it's pretty obvious that takeing that active away without buffing the rest leaves it in a bad spot. Ilovbe raptors cloak and point runner, but sadly both items it builts into pay alot power for their situational actives.
They are now an option to consider once in a while and not something 2+ people on a team are buying.
They do not need buffs
Then out of fairness every item needs to be that way. Not just the ones that are useful for tanks.
^this.
Or, applying your logic, let's gut the ever loving fuck out of IE, and zeal items, orbitally nuke all armor pen and lethality items, destroy sightstone, etc etc.
It's almost as if every class has core items that are built by those classes almost every game, if not every game. But woe be it that any tank item is ever good.
How dare tanks have a good item. Especially if another class could possibly build it.
I'm pretty sure Zzrot wasnt intended as a tank item. It gave mediocre combat stats, and tanks also have the benefit of itemization so they can clear large minion waves to apply some lane pressure.
It was a support item. It was used so a support can clear a sidewave if they need to (but of course, your laners still had the option to clear the wave for the CS even when the Zzrot was placed). It builds out of Raptor Cloak, and the other 2 items that build out of a Raptor Cloak are support items. It also served a similar function to Banner. The problem was that it gave enough stats and such a useful active that tanks were purchasing it despite being a support item.
It was an item designed for splitpushing tank top laners. It used to scale off armor, and magic resist exclusively, both of which are pure tank stats.
It wasn't until 16 patches after its release that ZZ'rot was changed from resistance to health scaling where it was more opened up to others, such as tank supports who get health but can't afford resists, as well as divers and juggernauts (hint, this change was around the juggernaut patch and was specifically done to make ZZ'rot go from a tank exclusive item to a tank and bruiser item) that aside, it is still fundamentally a tank item, and was designed originally with them exclusively in mind.
" Added Recipe: Raptor Cloak item.png Raptor Cloak + Negatron Cloak item.png Negatron Cloak + Gold 950 = Gold 2800 Stats: +50 armor, +50 magic resistance, +100% base health regeneration Unique Passive - Point Runner: Grants +30% bonus movement speed that build up over 2 seconds when near turrets or Void Gates. Unique Active: Spawns a gate at the target location for 150 seconds (150 second cooldown, can't be placed near turrets). Every 4 seconds the gate spawns a volatile voidspawn that travels down the nearest lane. Voidspawn will behave as standard minions except they will ignore champions and explode on contact with a turret, dealing a burst of damage. After 4 seconds, a voidspawn's health will rapidly decay to 0. The fourth voidspawn and every voidspawn thereafter will deal bonus damage equal to 50% of your resistances. Void Gate Health: X + (Y × level) Voidspawn Health: X + (Y × level) Attack Damage: X + (Y × level) increasing by (+50% armor) (+50% magic resistance) after 3 voidlings have spawned Explosion Damage: X + (Y × level) increasing by (+50% armor) (+50% magic resistance) after 3 voidlings have spawned"
-Patch notes from patch 5.01 which introduced ZZ'rot Portal.
Because supports dont buy armor and MR, right? Okay, answer me this - is Banner of Command a tank item or a support item?
Stop kidding yourself into thinking every good item with defensive stats is a tank item. Zzrot is a support item. The toplaners just abused it cause it had a good active, even though the tank stats it provided were medicore.
It's a terribly designed item that should have never been introduced. I honestly have no idea why it's still in the game, towers don't need to fall faster and lanes most definitely should never be unpushable cause someone popped a zzportal in their base
They changed the point of the item. It isnt meant to hold turrets or push lanes anymore. It is meant to be dropped right in front of a turret. Its a turret seiging tool only now instead of a multi dimentional tool
Then we should make all items that way, not just tank items.
Look at

How many of those items weren't nerfed (or never given proper stats) for at one time being a core tank item... oh wait, they all have been gimped because of being purchased all the time on tanks, or the worry that they would be too strong.
"These items are generally on every tank right now, and it forces other items to not be as competitive"
Meanwhile you have almost every mage building
Where are it's nerfs
You have lots of divers building
Where are its nerfs
And a lot of adc's build
What about nerfs for that?
on my 8k hp
they were oneshotting turrets tho
honestly they should make zz voidlings durability/range scale with health and their damage scale with armor/mr
that way it would be strongest on tanks and supports and maybe the odd fighter and im fine with that it would also make the item scale more naturally into the lategame not be super aids as a rush item
They would have to change the rules of afk disconnects then. The reason why they changed it in the first place is that well gives a massive amount of armor and MR upon disconnecting. So... People were going into games, intentionally alt f4ing and then having zzrot instantly destroy towers.
They would have to change the rules of afk disconnects then. The reason why they changed it in the first place is that well gives a massive amount of armor and MR upon disconnecting. So... People were going into games, intentionally alt f4ing and then having zzrot instantly destroy towers.
They already changed the armor/mr to a huge % damage resist to players instead. They can't take damage.
Zzrot went from being one of the most broken items in the game to being utter garbage.
How about instead of voidlings we make it like
?
Making your minions deal true damage or something but first we need to buff turrets so they are actually durable.
How about instead of voidlings we make it like
? Making your minions deal true damage or something but first we need to buff turrets so they are actually durable.
What item is that?
I feel like it's fine now.
It has its niche and it's useful when used properly. You are probably used to the fact that it was pretty busted a while ago and everyone was getting it - fighting against it without a Zz'rot of your own was nigh impossible.
I'd really like to be able to say that about all items then. Why aren't core class items for every class getting nerfed, instead of just tank's core items?
I am quite certain that Zz'Rot was never meant to be a core to the whole tank class. It's a niche item similar to
- examples of items that are core to some champions of various classes, while not being core to the rest of them (but they still can be very useful when build in correct situation - just like Zz'Rot). Mind you that there are more of them.
Except for Ohmwrecker of course. This item will not be used, as tanks do not need the active (they are good at tanking turrets) and the stats its providing are not attractive to other classes (also, turrets aren't very threatening anyway).
A decent amount of those items were nerfed exactly because they were too strong and became a core pick for the entire class (Zhonya and Rylai comes to mind immidiately, as it was recent). The same happened to Zz'Rot.
good riddence ZZrotten
Yes please revert