The countdown to riot nerf the top laners that grab smite
because we all now that riot nerf every different strategy
because we all now that riot nerf every different strategy
I think the appropriate nerf is to make skirmishers saber less effective in Lane somehow. Most likely by making it have reduced effectiveness for nearby minions or if beside an outer turret.
The point being that I think taking smite and getting cinderhulk is an interesting and valid strategy. The problem is that skirmishers saber gets rid of the early game weakness that such a strategy should have. If they open a meaningful weakness of being much weaker during laning phase to take the strategy, I think the added objective control and late game bonus health are fair.
why grab smite top lane? for chilling smite? not sure if worth the summoner unless you already have shit ton mobilities and dont need flash
[{quoted}](name=Summoner Grey,realm=NA,application-id=3ErqAdtq,discussion-id=QiN6Wi6a,comment-id=0000,timestamp=2015-04-14T22:00:46.853+0000)
why grab smite top lane? for chilling smite? not sure if worth the summoner unless you already have shit ton mobilities and dont need flash
CInderhulk.
No, for Red Smite/Challenging Smite, which is much more powerful in an almost constants 1vs1 situation like top lane.
If you use Red Smite on the jungler to find the enemy jungler, chances are you get to use it on the enemy jungler maybe once in 5 mins, cause you need it for camps otherwise/don't have it up if you meet the enemy by accident. Also, chances are that the enemy jungler will run away after the Smite, preferably in a direction that turns the 1vs1 in a 2vs1 and hence negates your Smite's power.
In a 1vs1 lane, Red Smite is much more useful, as you can use basically every cooldown on the enemy laner, turning trades into your favor with the increased tankiness and offensive capabilities.
The reason a Skirmisher's + Jungle item wasn't seen in top lane before Cinderhulk has a reason: None of the other jungle enchantments nor Juggernaut were as useful as Cinderhulk, which basically is a substitute Sunfire Cape that scales well into the late game.
However, that doesn't make Cinderhulk the too-strong part on its own. What is too strong is the synergy it offers with Red Smite. Cinderhulk increases your tankiness in general and gives sustained damage (which is more useful with increased tankiness), while Red Smite increases your tankiness in 1vs1s and also gives a form of sustained damage. Essentially, building Skirmisher's Cinderhulk is doubling up on both defense and damage.
I think the Top Smite is good for may reasons, but you only need to nerf one of those reasons to make it
First of all CinderHulk, any champ who would build Sunfire cape anyway, would love to have cinderHulk instead, due to the %HP scaling.
Second of all, Challenging smite. The other guy mentioned that it's good in the 1v1 scenario, which is all top lane matchups.
Third of all, your now an off Jungler. You can take smite buffs on the top side of the Jungle, both yours and enemies. while getting increased gold from the camps.
of the above 3 points I mentioned. I would like the third one to be preserved. Something that you would likely have to preserve while leaving Jungle balance in tacked. And I don't actually see CinderHulk being nerfed too much more. Likely they will change up Challenging smite a little. And yes, they might target champs on a individual basis. With Shyvana being an Early game bully who can now build a late game Item, Splitpush, yet a huge tank. (most tanks can't split push without getting portal.) all because she pushed your lane and then stole your camps, getting the smite buffs in the process.