Illaoi, Towers, Yi, Udyr, and Xin (Or maybe just Sated Devourer)
Hello, in this thread I'm going to be explaining a few things that I've seen. I won't be putting my opinion on anything except Illaoi
, and Devourer. I'll try to keep this as unbiased as possible, please leave feedback, and comments. Maybe we can get a Riot Employee on this.
Illaoi is easily my most favorite champion in league. She has so much harass. It's so fun to land my pull (e) on someone, wreck the spirit, and watch them struggle with the tentacles. There's nothing more fun than watching that ability savage their butts. She's got insane burst, but it's soooo conditional. Because if you ult, even with a spirit pull and 3 people in the ult, you get 4 tentacles, and say you're fighting around 2 more, that's 6. That's a REALLY hard hitting ability W in a second or two. I've nuked a triplekill against Top Darius, jg Naut and mid Twisted Fate. However, I feel that her ultimate is next to useless. People can just walk out of it. "Oh. She ulted, let's just leave." There's no recourse for it. If you ult, they walk away, and you are maybe able to hit them with 1 tentacle on the way out. I've played the passed about 100 games as Illaoi. I feel that all she needs is a simple Quality of Life buff, maybe a .25 second stun on her Q ONLY (Not each tentacle hit) It would give you a very small window of opportunity to combo your W into your Q with a side-lane tentacle, and give a small window to use your W at least once during her ultimate. This could be a conditional Q as well, such as a .5 second stun on VESSELS ONLY, or maybe INSIDE YOUR ULT ONLY. I think she just needs 1 piece of CC, because she plays similar to nasus, in that, 'if you don't get to the bad guys, you're useless'
All in all I think she needs a .25 second or .5(conditional) stun (somewhere)
I think on her W would be... Too overpowered because that's just free damage, free heals. On her E wouldn't make much sense. Lore wise, yeah it would. Getting your spirit ripped from your body HAS to hurt. (stun) but ... I guess that kinda makes sense? But it provides not much utility, because you'll be focusing the spirit, not them. The Q Maybe could go down to 4% of missing hp, and give it the .25 second stun? That'd be kinda nice.
That said, she has great siege. It's satisfying to pull the full-tank Malphite's spirit, only to watch his HP bar sink to half because my team focuses it while he leaves the circle.
The hitbox on her E seems.. Iffy. Sometimes it will pass through an enemy champ, sometimes it will hit them when it's not even near them (My ping never leaves 39 or 40, so..) Maybe I misunderstand it? But it's hit-and-miss.
Another satisfying moment is a blitzcrank pulled me into his team of 5, free ult, quadra, ace, baron, and won the game.
The most annoying thing I've seen. I was dove under tower, pulled their spirit (didn't get to hit it) and killed. Even though I pulled their spirit, they were executed. I think that should not happen. (That tilted me. xD I raged.)
All in all, I LOVE illaoi, but I feel she's too.... Hit-and-miss. I can crush a graves one game, and get crapped on by Trundle the next, I can crush a riven, and get crapped on by rumble. Maybe these are specific champs. Maybe I'm just bad. I just think she's a bit hit-and-miss That's my Opinion (Coming from a 2v5 pentakill where my fiance was playing naut, and I Illaoi.)
Towers -deep breath- This is going to be a long one. I am going to TRY (key word, try) and NOT be biased on this. I'm going to try and keep my opinions out of this as MUCH as I can. I will fail, but it's to what extent.
I will start with I FEEL that towers don't deal enough damage. There. I said it. Maybe the first shot should deal 200% damage? (like a sheen?) for the first 15 minutes?
Now, on to what I've noticed.
Diving towers... Hmm.. How to approach this without being dumb, biased, and just bad?
-sigh-
Alright. To start I will say that I do not understand the range on a tower after it locks on. Does it extend it's range temporarily for one more shot? Or is this just a "heat-of-the-moment-adrenaline perception of time" Where you get into adrenaline and your perception of time quickens, therefore time slows, so it just SEEMS like it? or does tower range actually extend by about 150 units? (roughly 2 teemos) I will honestly say, as a player I DO NOT UNDERSTAND it. I can't wrap my head around why sometimes, the tower will get that last shot in (kill or not, low hp or not) and sometimes it just... won't?
I feel tower damage is insignificant when getting dove 1v2, 1v3 (though I think the latter and more, should definitely die). I think that (without a cc) there should be room for some outplay. For example, no one will EVER dive renekton, leblanc, thresh, leona... (Unless they're HYPERTHIRSTY, see POWER THIRST(tm)) But there should be recourse for champions who don't have much in the way of CC or escapes, or just someone with one cast left of spells. (Insert why the fuck is morganas snare still 3.25 seconds, where they nerfed rammus taunt from 3, fidds fear from 3, garens silence from 3, comment here)
Don't get me wrong, I know the difference between a fed person diving, or a 200-300 hp person GETTING dove. But when you're half hp.. That's just ... Oppressive. Example
I was full hp, under tower (as illaoi) I had an Eve jg enemy and a ... I think it was rumble. Yeah (I hate
THIS CHAMPION SO MUCH!!!!!!!gjdksahfldsah /endrant) Eve walked up behind my tower (with enemy minions) hits me once (at full hp) rumble engages (no ulti on both of them) I ult, W onto Eve, Q her, and she backs out, rumble finishes the kill (from full hp) Neither of them died, and we ultimately lost that game. (eve was pretty good player. Gave her honors. I was quite surprised by her skill) But I felt that tower posed no significant threat. It seems more and more that my enemy champs ignore the tower, and I notice that I find myself ignoring it to get some free harass too. I notice that I don't care if I take one or two tower shots, especially when they're around half health, because I find that it's just easier to take the damage, heal it back up, and keep them pressured. I also feel that towers damage should scale up as you get closer to the nexus, 30% more on inner tower, etc. (Inhib towers are fine I guess.) But nexus towers feel... astonishingly worthless. There's nothing more frustrating then dealing with all the super minions waddling down mid lane (only, no other inhibs or towers down) to have the enemy team ignore the towers, kill the team, and win the game (even when it's a relatively close game.) I feel that towers are just sitting Gold piles and experience pools, that sometimes maybe steal your CS.
Yeah.. My feelings colored that heavily. Shit I suck at this.
Yi, Udyr, Xin... We see these champions a lot... A LOT. Almost a 100% pick/ban rate in bronze, silver, gold, and plat. Udyr is so oppressive if he gets 1 or two kills, impossible to kill. Now I'm not going to ask for a nerfomgwow, because let's be honest. It won't happen. People will stop buying Spiritguard Udyr. Same with Xin, and Yi. (They fucking buffed him1?%$?!^$#!&?^#$?!@&)
I feel that sated is just TOO strong here. With THESE specific champs. I mean, (shyvana?) Sated stats are as follows.
(SKIP TO THE LINE BELOW IF YOU DON'T WANT THE WALL OF TEXT)
+40% attack speed +30 (+30) on-hit magic damage Passive Unique – Phantom Hit: Every second basic attack against non-structures will trigger a phantom attack, applying on-hit effects twice. Limitations On ranged champions, Phantom Hit will trigger every fourth basic attack instead.
Sated Devourer's attack counter and empowered effect both occur on-attack, not on-hit. The item will not interact with abilities that apply on-hit effects (e.g. Ravage.png Ravage, Mystic Shot.png Mystic Shot, Infinite Duress.png Infinite Duress).
Additionally, effects that cause you to attack more than once will only be counted once (i.e. Ranger's Focus.png Ranger's Focus, Double Strike.png Double Strike and Lightslinger.png Lightslinger) - you cannot increase the frequency that Phantom Hit will occur.
Bolts generated by Runaan's Hurricane item.png Runaan's Hurricane even when hitting 2 additional targets will still count only as 1 attack towards trigering Phantom Hit.
For all intents and purposes, Phantom Hit is identical to Runaan's Hurricane item.png Runaan's Hurricane except the "additional bolt" will target the same enemy as your attack target, but is modified to deal no base damage.
The Phantom hit will proc both Titanic Hydra item.png Titanic Hydra and Ravenous Hydra item.png Ravenous Hydra essentially doubling the AOE damage, however the titanic hydra is superior in this aspect as it also deals on-hit damage on the primary target.
While dealing no base damage, Riot stated on-hit effects with AD ratios shouldn't be affected. Probable Bug: Jinx Jinx's Fishbones, the Rocket Launcher.png Fishbones is not interacting with Sated Devourer (both the 10% bonus damage and splash damage).
One-use on-hit effects, such as Siphoning Strike.png Siphoning Strike and Sheen item.png Sheen, remain one-use, as the on-hit effect will be consumed by the initial strike and be unavailable for the second.
Azir Azir's "Phantom Hit" will duplicate his soldier's attacks, causing them to hit twice every fourth attack.
It is important to know the difference between an on-hit effect (which Phantom Hit will apply) and an on-attack effect (which Phantom Hit will not), these effects are listed below.
PENDING FOR TEST Critical strike (e.g. for Statikk Shiv item.png Statikk Shiv).
While Life Steal is not specifically disabled, the lack of base physical damage makes it ineffective.
^Ow. All of that is just ow. Everyone knows how it goes. Once udyr/yi/xin is sated Stay. the fuck. away.
Xin alone, gets a 150 damage steroid (on his Q, it's 75 then double it for a hit, probably his knock up) which also double-procs his W's heal passive at the same time. That's oppressive. So very oppressive.
Yi.. .. I mean.. Do I even need to say anything?
Udyr. This too. I'm sure you already understand. It's not complicated.
I feel sated is a very necessary item. But not in it's current stage. Maybe a small nerf (small) like make it deal 20 + 20, so you can get it sated EARLIER. orrr 10 + 30 ORRRRR 3*level + 25 magic damage.
Or even ignore the previous and just change the second part to (deals double once every third hit) to something like deals an additional 75% or does 30% of ALL ON HITS, EVERY HIT. So it stays relatively unchanged, but doesn't ... well.. annihilate your face in a half second.
A lot of people have a problem with these champions. I don't. I have a problem with the item. I am SO glad yi, udy, and Xin have their spotlight. It's kinda nice to see yi get played competitively. He was my first champ. :D