Riot just remember that if you ever need to nerf ZZ'rot again
You can make each of the minions it spawns give 8 gold and people will think twice about buying it and using it.
Constant lane pressure should have a price to be paid.
You can make each of the minions it spawns give 8 gold and people will think twice about buying it and using it.
Constant lane pressure should have a price to be paid.
That's a good idea. The area that I would be pretty keen on hitting if we had to go back to address it would be its gold generation. The amount you can make off of it is surprisingly high.
I feel like ZZ'Rot last-hits better than I do...which is why I rush it whenever I go top now. ._.
On a serious note, I've found it to be extremely gold efficient for supports because of the gold generation. I think I ended up with 1000 gold after several minutes of planting it near lanes the enemy pushed in.
Edit: I don't rush ZZ'Rot on supports; if anything, it's a 4th or 5th item.
I feel like ZZ'Rot last-hits better than I do...which is why I rush it whenever I go top now. ._.
On a serious note, I've found it to be extremely gold efficient for supports because of the gold generation. I think I ended up with 1000 gold after several minutes of planting it near lanes the enemy pushed in.
Rushing ZZrot is typically not all that great. ZZrot is worthless when it comes to top lane dueling. As for supports? It offers no utility outside of lane pushing which is unnecessary early game and even mid game. Not to mention, as a support, you want to create a scenario where your adc can cs flawlessly, and rot is not conducive to that.
If you rush zzrot and I rush something like black cleaver, you're just going to get pulverized. Not to mention, since the minion damage scales off your max HP, the minions also have a hard time last hitting the wave.
I fought against a zzrot rush and what I did was simply kill the little purple things in one hit (they were awfully squishy) and then pushed the wave all the way to the enemy turret since I could (black cleaver has way better dueling potential than zzrot ever could).
If the other guy ever tried to leave lane "cuz he could with the rot keeping pressure" I would just outpush the living hell out of his rot, and while the turret is sniping my minions, just snipe the rot.
Rot rush is bad. Sirhcez did it for a while on top lane, but even he realized just how bad it was and is now trying out things like cull starter and the good ol corruption potion starter.
I mean, I don't blindly rush it unless I'm playing someone like Illaio who has very strong counterengage against someone who has weak waveclear, but I understand what you're saying. TBH, my post was poking fun at myself for being worse at last-hitting than ZZ'Rot minions.
I will disagree on the Support point though because the income it gives you in combination with Banner of Command is crazy. Of course, it's a gamble when you buy it and I don't do it every game, but I easily net 1000 gold over several minutes when I do. I also should have clarified that I don't rush ZZ'Rot on supports, though, because, as you said, it does my ADC 100% no good.
you also can't get any stacks with sion W, nasus Q(edit: apparently it does(i don't play nasus)) or any other stacking abilities.
huh i tought nasus q works?
Susan Q works on anything it can kill. INCLUDING crabs, tentacles, bears, turrets, wards, champions, and Teemo.
[{quoted}](name=Ariel the Cruel,realm=NA,application-id=3ErqAdtq,discussion-id=N845KAiI,comment-id=0003000200000000,timestamp=2016-04-20T20:20:12.166+0000)
Susan Q works on anything it can kill. INCLUDING crabs, tentacles, bears, turrets, wards, champions, and Teemo.
And not including GP barrels, for whatever reason RITO PLS
Gp barrels are not alive and therefore cannot be killed. But hey, if at first you don't succeed, try try again.
Begins aggressively destroying barrels
(Channels inner Link)
"HIYAAAAH!"
So turrets don't count because he destroys them, not kills, right?
its why i think of it as a support item. It allows me to get gold enough to keep up with other roles.
Or you could address the problems that were causing Zz to be so popular in the first place?
coughMinionscough
Preach
It's not that common. Most other remotely popular tank items,
, etc. are statistically much more popular. Zz'rot is quite rarely built in the grand scheme of things. It's the only successful strategic diversity item Riot released -
and
are exceedingly rare.
hm, and what do 3 out of those 4 give? Waveclear! I think Mr Wasjig isn't far of with his call. wavecontroll is very, VERY important, so what/who ever can give good wavecontroll without loosing to much on other fronts will be used at top.
[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=N845KAiI,comment-id=0003,timestamp=2016-04-20T17:53:14.484+0000)
That's a good idea. The area that I would be pretty keen on hitting if we had to go back to address it would be its gold generation. The amount you can make off of it is surprisingly high.
I'd appreciate not having my skillshots blocked by something that doesn't give gold.
[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=N845KAiI,comment-id=0003,timestamp=2016-04-20T17:53:14.484+0000)
That's a good idea. The area that I would be pretty keen on hitting if we had to go back to address it would be its gold generation. The amount you can make off of it is surprisingly high.
Eh, give it back its 60/60 resistances and then make it so the amount of gold the little things take in from minion kills is X/2.
It should be about the pressure, not about being a gold generator while you get to do stuff somewhere else.
As far as the little things having a bounty... Maybe 5 gold or so, but 8 is overkill and would just allow people to get an extra 20-30-40 or whatever gold per minion wave which adds up to be a bit too much. And if you have GP milking these damn things with barrels, holy hell, he'd be at full build 25 minutes into the game.
IDK. I am pondering about this, but I feel like the item is in check right now, and that pushing the item further towards sabotaging your team's farm would be the fastest way to cement this item into trollbuild territory. Then again, I guess you could say at most it pushes ZZ'Rot down the build priority list into later game where its farm and gold gen effects matter much less.
But I also think the actual pressure this items exerts is particularly over hyped considering the portal health was rightfully toned down. There are already non ROT ways to manipulate side lanes and stack waves and I think your average player just doesn't think about the eb and flow of the side waves too much and buys into this magic solution. In my opinion the bark of this item is worse than its bite.
To reply to myself
I guess you could say at most it pushes ZZ'Rot down the build priority list into later game where its farm and gold gen effects matter much less.
it's simply not exciting to build a ZZ'Rot 30 mins into the game. So attacking its gold machanics making it sabotage your side lane farm is like the worse possible change.
ZZ'Rot doesn't really generate gold oughta thin air. It just retrieves. And it does miss some creating the push. Ohhh so it gives you time to go tax your teammates? Great. In lower elos you get more lee way in this. At peak competitiveness though Rots already passe. Or maybe it's just overshadowered by Sunfire Gauntlet Visage for now...
[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=N845KAiI,comment-id=0003,timestamp=2016-04-20T17:53:14.484+0000)
That's a good idea. The area that I would be pretty keen on hitting if we had to go back to address it would be its gold generation. The amount you can make off of it is surprisingly high.
Considering some people use it IN lane that would be a terrible idea.
Losing gold for placing it under the turret you are also actively defending with your body? NO ty
Being honest here,
and to a much lesser extent
are some of the only items that feel "fun" for me as a support. I think you should be planning to add more strategic map control items for supports (and supportive tanks in top/jungle) instead of considering nerfing Zz'rot. I am sure you are already fully aware that supporting is already the least popular role in general. Zz'rot makes supporting feel impactful and strategically interesting.
It's not even a really common item. Even the champs that frequently get Zz'rot, like Shen and Nautilus, are still statistically much more likely to get other tank items like Sunfire or Spirit Visage in a game. Now, I know some people hate anything that doesn't rely on twitch reflexes, so they'd love to whine until strategy is penalized as much as possible. But, if you ignore those narrow-minded and selfish complaints, you will realize that destroying a strategically interesting item with only 2.5% overall popularity (according to lolking) would clearly be jumping the gun.
I think you can better justify nerfing almost any other item in the game. Zz'rot is clearly a somewhat rare, strategic, niche item that is fairly well balanced and that makes the least popular role (supporting) far more interesting, enjoyable, and impactful. The only possible reasons for justifications are: 1) supports should be/feel useless; 2) strategy = cheating/unfair; 3) strategy in LCS is boring/confusing for stupid viewers. None of those reasons hold any water whatsoever.
Also, the gold generation concern isn't an issue - when is the last time you heard someone say that supports have too much income? Even the non-support use cases are mostly low-kill-potential tanks who aren't going to get as much income as damage carries regardless since they can't pick up kills nearly as easily and usually don't even farm as well. The only possible abuse case I see is Udyr, and he builds it rarely.
Let's say I am playing Sion, my middle inhibitor is down. I buy a ZZ'Rot portal and place it between my nexus towers. My team can safely leave the base and the enemie team can not really go and abuse the 8 gold from the portal creeps. (They might get some when activly pushing down our base, but as I said, ZZ'Rot should make that very hard for the enemie team because there will be little to no wave...)
How about Deere the item. It has unfair lane pressure and no one has time to farm it.
Uh, no. It won't be bought. It will be pretty much a gold generator. Nobody will kill it, they will just farm the minions.
and while you're busy farming top we'll group and force the 4v5 somewhere else
a real trade off.
Humming to himself as he acquires stacks
I still just want to be able to stack them again as Nasus...
&
&
top= hell.
Yep ye olde tumordongert build
Heimerdinger top = hell even without those items.
But but.... that's an easy hell.
We want to make sure that they will feel that hell thorough the entire game, that's why we get these items :P.
As
is Satan,
is the Devil.
&
&
top= hell.
i saw this, its cancer.
I'd also appreciate if champions would auto attack the minions from Zz'Rot. 8 gold seems a bit excessive, 5 or 6 would be more suitable in my opinion.
I like this idea. It gives a trade-off for what's otherwise pretty much free lane-pressure.
It already has a trade off....when it dies it gives 50 gold, AND if you have Bandit each minion gives 1g (if you dont kill it yourself) so you will get another 10g as well.
What people forget is zzrot has a broken movement speed utility that works near dead turrets....so basically if you are running around in lanes you gain up to 20% move speed... Get swifties, Runic ekko, deadmans, lichbane and alacrity on udyr and run around 600+ speed like LOLOLOLOL
They already give 1 gold when something else kills them. ;p
This would give it a meaningful weakness without cutting into the stats
What other item has a "meaningful weakness"? Should Infinity Edge decrease your armor by 25? Should Needlessly Large Rod items needlessly reduce your movement speed?
I guess Sunfire makes freezing a lane difficult, but for the most part, items don't penalize you for buying and using them except by the opportunity cost of what else you could have bought instead.
[{quoted}](name=Painted Celt,realm=NA,application-id=3ErqAdtq,discussion-id=N845KAiI,comment-id=00060000,timestamp=2016-04-21T05:09:08.219+0000)
What other item has a "meaningful weakness"? Should Infinity Edge decrease your armor by 25? Should Needlessly Large Rod items needlessly reduce your movement speed?
I guess Sunfire makes freezing a lane difficult, but for the most part, items don't penalize you for buying and using them except by the opportunity cost of what else you could have bought instead.
You're making gold off of the item because it's taking minions... the voidlings are also targetable and have hp. z.z.. They're basically creeps and everything you can destroy provides gold in the game. They should not be an exception.
You guys need to GP. Barrel explosion two minion waves plus a couple voidlings with parley crit and watch the six g pop up over it all
From the buyer: choose between more pushing power or more gold for the enemy. From the enemy: choose between more gold and farm or more time to do other things and get rid of lane pressure.
That would actually be an interesting idea for both sides.
Screw needing, delete this cheap free lane pressure bull crap.