So with Spell Vamp removal, what does that mean for Akali/Morgana passive?
Both passives are termed as spell vamp, but the term is removed from items now. Does that mean the term will be removed from the passives?
Both passives are termed as spell vamp, but the term is removed from items now. Does that mean the term will be removed from the passives?
No change there. It's the existence of spell vamp items that causes the problem, not the mechanic itself.
No change there. It's the existence of Vladimir that causes the problem, not the mechanic itself.
Fixed.
But now Vladimir (and every other champion that ever bought spell vamp) can be balanced around their own kit without having to factor in the sustain that comes with an early Revolver purchase.
Vlad "can be balanced" Mmmmm... nah
Vlad is balanced he's not even that strong
BRO: All of his abilities ost Hp - it 's basically free later. His passive makes you tanky for free. is q is a ~3 second cs medium-ranged decent damage and free heal. His w is an invluln which can be used rooted/etc. IT ALSO DAMAGES His e is nothing special. His ult is jsut some good snergy and a nice ability. The problems are Q, W, and passive.
BRO: All of his abilities ost Hp - it 's basically free later. His passive makes you tanky for free. is q is a ~3 second cs medium-ranged decent damage and free heal. His w is an invluln which can be used rooted/etc. IT ALSO DAMAGES His e is nothing special. His ult is jsut some good snergy and a nice ability. The problems are Q, W, and passive.
Almost listed factors about every manaless champion ever. GJ there.
Vlad having no mobility or CC balances the fact that he has his W, and Q isn't OP by itself. It just triggers people that don't know to all-in him whenever you can. Your CDs>his CDs until level 7+, then your damage>his damage until 11+.
"NO CC" Rylai's Ctrystal Scepter - Works for both sides of passive AND gives CC. Mobility is W And no, I didn't list "factors" I listed one thing: no costs.
No change there. It's the existence of spell vamp items that causes the problem, not the mechanic itself.
How does sustain for magic damage champs cause a problem, though? Isn't the whole purpose of spellvamp so that ADCs and other high damage physical damage champs aren't the only ones with sustain (not counting the very small list that have built in spellvamp)?
It's the fact that since it's there, it has to be taken into account when balancing. Akali in particular has a garbage laning phase simply because sustain exists for only 1200 gold. Without the revolver to purchase anymore, she can get her early game buffed to more reasonable levels.
Also, the general idea is that marksmen are supposed to have high dps and be weak to burst, correct? Life steal ensures that they aren't ALSO weak to lower-level dps. They demand focus-fire because if you don't eliminate them completely, they can come back and keep shredding your team.
Burst mages are supposed to be the counter to marksmen, and to complete the triangle, tanks/bruisers should counter mages. But they can't do that if mages are capable of sustaining through their damage output. So as a general rule burst mages shouldn't have access to consistent health sustain.
It's the fact that since it's there, it has to be taken into account when balancing. Akali in particular has a garbage laning phase simply because sustain exists for only 1200 gold. Without the revolver to purchase anymore, she can get her early game buffed to more reasonable levels.
Also, the general idea is that marksmen are supposed to have high dps and be weak to burst, correct? Life steal ensures that they aren't ALSO weak to lower-level dps. They demand focus-fire because if you don't eliminate them completely, they can come back and keep shredding your team.
Burst mages are supposed to be the counter to marksmen, and to complete the triangle, tanks/bruisers should counter mages. But they can't do that if mages are capable of sustaining through their damage output. So as a general rule burst mages shouldn't have access to consistent health sustain.
I see what you're saying here and I'd have to say I agree, but that ends up kicking sustained damage mages like Karthus, Azir and Malzahar into a tough situation where they can't burst down ADCs but they're not quite tanky enough to take the damage or else build full tank and be not much more than a meat shield. Their strength lies in doing damage en masse to the enemy team for a large amount of damage spread out and sustain allows them to do this more effectively without sacrificing their damage (which is their purpose in this particular argument). Granted, Malzahar has enough CC in his kit that he'd work out fine full tank but Karthus only has a slow/mr debuff and Azir only has his ultimate which while it is an amazing disengage or outplay tool that's all he has without items like rylai's. I (and likely other players) don't often build spellvamp on these champions, but oftentimes when a game starts to stretch out and find myself not lasting long enough in fights on my full build it usually helped to grab a Will of the Ancients to keep the pain coming, even if it was just to heal up on minions and jungle creeps between fights
It's certainly not a perfect solution by any means, but it does at least appear to be the most logical one at this point in time. Karthus is clearly outdated, but Riot is gonna have one heck of a time reworking him without wrecking his identity. He's almost too iconic to touch.
It's certainly not a perfect solution by any means, but it does at least appear to be the most logical one at this point in time. Karthus is clearly outdated, but Riot is gonna have one heck of a time reworking him without wrecking his identity. He's almost too iconic to touch.
Personally I feel like he's fine as is, he just has a bit of a learning curve but he's a monster in the right hands. The only thing I could think he really needs is maybe some more tank stats since his E gives him decent mana sustain
Maybe make his q a BIT FASTER TO DETONATE HUH MAYBE JSUT MAYBE FKIN CHO'GATH WALKING PAST THE MWHILE I HAVE RYLAIS?
They just claimed they are removing "Spell Vamp from the item system....Runes and Keystone choices will also retain the ability to acquire Spell Vamp."
There will still be Spell Vamp in the game, you just can't buy it through items. No need to remove the term from the passives or change the passives.

WOTA is being removed and Vlad is one of the champions getting a rework.
I freaked out finding out that theyre removing spell vamp. As an akali main i dont want it to be changed at all. And for sure i dont want them to change akali's gameplay style. Its not horrible but it is going to be struggle. #prayforspellvamp
#prayforakalibuffs
Akali... buffs? Excuse me, sir, but I just had an akali go 20/3/11. THey said "first time akali" "Buffs"
Akali won't change much since champion passives won't be changed and
will keep its heal (total vamp) passive.
but thats niether lifesteal nor spellvamp
its omnivamp
still it won't change anything for her, she will still build it and feel no differences.
She'll feel the difference early without the sustain from Revolver.
However...
Akali was previously trapped by the existence of sustain for 1200 gold. Her laning phase had to be garbage because of it. Now there's room for some buffs.
Spell Vamp still exists, it has just been taken off items. They said it still exists in masteries and runes.
i think they stated it would only dissapear from itemization
Can you give a link to them saying this?
surrenderat20.net
Thank you. I was not aware of such a big mid season change coming
No problem. These are still experimental changes, so nothing is set in stone but Riot seems like they like these changes even though the whole AP player base doesn't (besides the support mains).
thats becaust the "ap player base" is people who dont understand most ap kits, and dont realize you dont need 800 AP to kill things.
Its still there. It just won't be an itemized stat anymore because Hextech Revolver in its former concept destroyed their ability to lane due to the benefits it offered on them being too good to pass up.
Overall, itemized spellvamp's removal is a good direction for the game.
And I'm saying that as a Vlad main.
can you post the exact link? i just went through the last two patches and don't see anything about it. thanks
The bigger problem is that does this change mean for Akali:
Hextech Revolver Combine Cost: 340 --> 230 Total Cost: 1200 --> 1100 Ability Power unchanged Spell Vamp removed New Passive - Magic Bolt: Your basic attacks deal 75 - 150 magic damage on hit. (30 second cooldown, shared with other Hextech items).
Revolver has always been a item that encourages favorable trading in lane. This keeps some of that aspect in a far more aggressive manner that's hopefully a bit more ubiquitously useful than checking to see if you can sustain off a resourceless single target spell.
Akali's laning phase is pretty bad until she gets this item so she can sustain a little bit. Removing early access to sustain will further reduce her ability to trade early which will extend her weak laning phase even longer. This in turn will further delay the acquisition of
.
Are they planning on buffing Akali's early game to compensate? I know this borders on heresy, but really, what else is there to do in this case? I'm open to suggestions!
Xypherous expressed fallout changes for her after the update launches.
Good to know, thanks!
[{quoted}](name=Ayame Isaki,realm=NA,application-id=3ErqAdtq,discussion-id=LLlgiEL3,comment-id=0008,timestamp=2016-04-07T16:15:07.756+0000)
The bigger problem is that does this change mean for Akali:
Akali's laning phase is pretty bad until she gets this item so she can sustain a little bit. Removing early access to sustain will further reduce her ability to trade early which will extend her weak laning phase even longer. This in turn will further delay the acquisition of
.
Are they planning on buffing Akali's early game to compensate? I know borders on heresy, but really, what else is there to do in this case? I'm open to suggestions!
Idk man, that 75 magic damage on auto passive is at least as powerful as a thunderlord proc early game if you still choose to rush gunblade. Assuming it only procs vs champions, which it should, then its like sticking a magic damage sheen in there to compensate you until you finish the gunblade which has been hugely buffed by the way.
tbh this is an overall buff for akali, the gunblade will pack more of a punch with the new damage and instant hit. And ill just build the cutlass first for the sustain part while still adding 100 magic dmg to my burst.
incoming "you're akali freelo playing trash, akali is op and thus should be turned into trash, blah blah blah" from QQers.
The hell is that. Now she has an even harder time staying in lane because her sustain will be much weaker and I'm not really sure how good that passive is gonna be early game for her especially since it's on a 30 second cooldown
Spellvamp on champions will remain(look at Vlad for example), however spellvamp on ITEMS will not be acquireable. The only except being the gunblade.
Ahem MORDEKAISER?
RIP?
