Riot, is this REALLY okay?

Call Me Helpless·8/9/2015, 1:45:21 AM·2 votes·506 views

To arch over the wall of text, this will mainly be about item 3930 , item 3153 And also, this may seem like a rant/rage post, but it's really just to bring up questions on why these things happened or why they got put onto live. Or, to even give suggestions.

To begin I have a question: if a PBE server exists, then how come feedback from the server is not taken fully or flat out ignored? When I ask this I refer to item 3930 being put on the main server while still needing testing (according to PBE players). Albeit this item did bring in more junglers to be viably played, having this item existing at the moment is toxic to the game, especially when combined with item 3153.

The unique passive on the enchantment is fairly cool to play around with, but why was it not tinkered with more instead of immediately being thrown into the game? This item alone is way too powerful, but combine it with a item 3153 on an AD/AS jungler and a few tank items, and they slaughter your team while being nearly un-kill-able. I'm fairly certain everyone is aware of what item 3930 does, so let's continue. The passive alone nearly doubles or possibly triples the champion's damage output if they scale on AD or Attack Speed, to put into mind on what it can do... Vayne's Silver Bolts gets full proc every other hit. Gnar's Hyper gets full proc every other hit. MasterYi's Double Strike eventually becomes every other hit (after the first natural proc it becomes every 3 hits). XinZhao's Three Talon Strike will knock you up on the 2nd hit. On the plus side, this passive is only available if the player brings smite and grabs the enchantment. But here's the main issue, this passive also applies on hit effects. Meaning, that item 3930 + item 3153 alone will cleave off 24% of current health at least after only 2 auto attacks. Along with this, it will also apply the lifesteal effects. So what can you do to fight against this? To be honest there isn't much a team CAN do unless all 5 players build a team composition built specifically to counter it. As a MasterYi with item 3930 item 3153 item 3143 item 3065 item 3006 item 3022 (two damage items and 3 tank items, tanks items not specific) can easily solo kill possibly 2 or 3 out of 5 members of the enemy team unless that said enemy team has plenty of crowd control. And even then, while locking down the champion with item 3930, you also have to worry about the rest of his/her team.

And last I checked, high durability =/= high DPS and vice versa. It's one thing to have escape abilities, but not to be able to tank through damage while still being able to kill the enemy team.

This item alone is toxic, and offers very little counterplay, if even. The only true way to prevent this item from becoming fully stacked is to force the jungler to camp the jungler building it. And even then, most AD/AS junglers can potentially clear jungle camps in about 5-15 seconds depending on the champion.

I personally would like to know why this item was allowed to go into the game without being reconsidered, as even Feral Flare or past jungle items didn't create this much of a problem of "anti-fun" and "no-counterplay".

This item would probably be a lot more tolerable if the unique passive proc'd every 4 or 5 hits instead of every other, but right now this is NOT okay in any way, shape, or form.

Along with that, the 60 magic damage on hit just makes matters worse. It would be understandable if the damage was physical(AD), as armor can help cut it down (and you're already building armor more than likely already due to the AD scaling of the enemy champion(s).), but it dealing magic damage kinda nullifies most counter items. For example: item 3075 won't block the magic damage and you'll still get health cleaved. item 3143 will slow down the attack speed, but again will still chop down health.

I don't know how everyone feels about this, but I personally think that something needs to be done.

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