Question about upcoming locket changes, Shaco, last season game statement and current meta.
1st of all im sorry for my bad english, Im having hard times of writing this wall of text. Anyway I hope u gonna understand what am I talking about. I want to ask some questions as a player which started to play this game in late 2009 and this season is the 1st time im really thinking to quit the game because i dont get most of huge changes especially last 6-7 patches. and its becoming more and more unpleasant for me to spent time in.
Let's start here:
The 1st is: i almost got a heart attack when i've saw the
changes on pbe(which were moved to 8.6). Can any rioter explain their desision about this rework and which positive changes to the game you think it will bring? Because for me it looks the most disgusting change to the game ever and i clearly see what gonna happen(subjective ofc).
- This item gonna be overpowered even if it will be changed to 0 armor+magic resist and it gonna cost more then 3500 gold, because if u have this item u gonna turn over every 2v2(as a jungler+ laner vs jungler + laner, for example) or botlane with shield\tank support vs an ap support(cause locket naturally fits tanks and utility suppots, but not for an ap).
- Every defensive item(ga, tabi, maw, mallet) on adc increasing an effective health, so having even one of this items will make you unkillable under the locket shield area, so it gonna be like 2x times stronger then current locket in fights and such a musthave item in the game for almost every champion(if u want to win the game u need to buy it, even if it doesnt fit your champ) for its low price and only 90s cd.
- Falling more deep into the tank junglers meta, causes cinderhulk champions, like volibear, skarner, warwick for example(which are in such a good state right now, because of natural tankiness and huge base damage) gonna abuse this every game and they gonna win every 2v2 and 2v3 for sure, Becoming unkillable after jung item + new locket. Same with toplane (malphite, sion!!!, ornn!!)
- Question here: what assasins gonna do if 3 people(junger+tank+supp) in the enemy team gonna buy this and protect their mid and adc from being killed, this item gonna stop every assasin in the game even if you are fed + its cooldown is the same or even less than for example talon's or zed's ultimates at 1st 2 ranks. Even one locket in a team will counter an enemy assasin.
- Maybe im wrong about this, but i dont see any penalty of popping more then 1 locket back to back......
- From the start of this season the better botlane wins the game so if you want to win u need to camp botlane early to give your adc 1-2 kills and if hes not autofilled and almost 90% win. With this new locket disgusting twitch\kog + lulu or xayah+ rakan(not many botlanes can survive thei lvl 2 all-in) will become unkillable, so i expect how they gonna 2v5(3v5 with hard cc tank) an enemy team without any chance to turn the fight.
- As a result u gonna see cinderhulk junglers + lulu\janna\taric + autoattack hypercarries almost every game. No assasins at all, no off-meta champions at all. I was hoping that you will try change this tank meta after 2-3 months after start of season,and i almost sure that this is not an item players gonna see(ofc except support mains and ww abusers). Then u are nefing duskblade and adding this piece of s**t item.
- Current locket's version scales with level, what makes it good from mid to late game(you almost never buy it untill 2-3 completed items(except tank junglers because they dont really have another options), when new has flat 35% reducton, so how many times it will be stronger than now?
- This change wont be a healthy for league, JUST DONT DO THIS.
the 2nd question is: Is
not enough? You know what am I talking about.
3rd: The
state and refusing to compensate duskblade damage loss on a champion which is heavily reliant on items damage because of no basic scalings. Let me explain my point of view about this:
is the most item dependent assasin in the game with the most weak ealry game + his backstab is doing crit damage and its heavily countered by ninja tabi and 100% countered by getting the randuin's omen, his e can't execute a 35% hp tabi+ga even if
is around 400+ ad after his E nerf + his box is not instant + oracle lens reveals him in fights, so support can shield their adc and its enough to destroy him dont forget about q animation and sound(its about "no counterplay"). Dont get me wrong here, I'm not saying that hes very weak or smth, ofc he got both some pluses and minuses. The fact is: you wanted to made him a lategame champion if i understand the rework correctly, but then u nerfed his E so the most correct way to play him is to play as an assasin. But assasin Shaco is strong lategame only because of dark harvest and items such as duskblade, ss and ie, even with this
is struggling in assasination unless he is 1-2 items ahead. Ofc i'm talking about mid-high elo, not about games where people are lazy to ward and still going berserker greaves vs almost full ad low cc team with a
(alot more champs can snowball game so much harder, but when people are playing vs Shaco they think that they lost only because this invisible champ is op, they dont think where they messed up, this is how low elo works, everyone is blaming an enemy champion, their own jungler or the whole team, while going 0-5 1v1 on lane or getting ganked while permapushing without vision).
The question here is: why do you balance the game for people which dont want to improve their personal skill(volibear buffs for example) and refuse to compensate(not even buff, just compensate) item damage loss(especially, when this nerf hits Shaco much more then others). Here I offer a solution how to save his damage at the same state while giving him like slightly better early game( just an idea how to let him stay at least not bad\the same before rework) :
take 0.25s q duration from rank 5q and add it to 1st, then cause shaco loses 200 true damage from double dusk proc lategame (which is the only chance to assasinate tabi+ga adc lategame) add this damage to his next attack after q like 50\55\70\90\120 bonus ad (gonna be almost same cause its reduced by armor(hello ninja tabi), but can crit,) for the duration of decieve and 1.5s after it ends( but reduced by 25%, so putting 2-3 points into q early will be more rewarding than now) The clone must save this buff if u press R under Q buff duration, so it gonna repeat the double dusk proc with the same damage.
Reverting E to % of missed hp is another good possible change.
1 more thing about a champion's winrate: u cant compare how strong champion is only on winrate, popularity is important. For example:
has around 2.5-3% overal winrate, he is an unique champion and at least 2% of his pickrate are OTP players and thats why his winrate is positive, random people cant abuse him to climb because u need to spent some time to learn how to play him correct, 1 mistake playing as
can cost u a game easily. Lets take
and
for example : let us suppose that at the same time this 3 champions have positive winrate at around 53% like it was around last 3 patches, but this champions have higher popularity around 15% and 7-8% and obviously less treshold, so people just abusing them to climb at every elo. So right here u can make correct desisions what to do with this champs because u have some information, but not about the clown or another specific low pickrate champion. Dont get me wrong again, i dont have anything against ww and sej state, i just wonder how mr.Meddler said that
is pretty strong at every elo, which is 100% subjective and incorrect. You just cant keep game balanced if you dont play it at all, or playing one role\ 5 champs, it wont let you see the full picture of what's going on, to be honest i think LoL needs kinda get back to season 5-6(cant correctly remember which patch) to start again from better point. At least you need to listen the community and check some reddit boards if u want to see people thoughts about certain champions.
Another questionable thing(last in my post but not at all) is how removal of trackers knife(which is good change) and a normal sightstone(questionable thing, which is obviously goes with support changes, but not with both trackers+sightstone removal. I'ts kinda doing a negative impact on the game overall) interacts with
. Some people gonna stop playing him, some gonna change their builds and playstyle + there is a chance he will not lose his winrate at all(mythical), and everything looks fine, but... Lets think not from balance but from a normal player, LoL is more a popular game with a huge funbase rather than cybersport discipline, so the worst part of this change for Lee hides not in a winrate, it hides in less enjoyable gameplay and removal a key item which were with us for ages(sightstone ofc, not trackers) being a part of a champion's kit. Think about it) Some old things must stay unchangeable, the far you go from classic concept the more this game game turns into something different and impossible to control especially when u release new champions and items when their amount is almost critical.
Not that long long time ago in the galaxy of one MMOrpg( ask Ghostcrawler, maybe he knows)) some people decided that they know better what do players want(they actually said so and totally killed pvp system), and we dont, then over 4.5 million subs quit the game over last 2 expansions.
I wish i'll get any response from Riot, maybe.... Im sorry for my grammar again, I dont use english at all in my life. DONT CHANGE
OR RIOT!
+200 health
+200 health
+200 health
can jump in and create the same field for his team, so both teams gonna take -35% dmg which is fine, its probably was good on paper, but this item mostly gonna turn games to 1 side domination rather than this teamfights protection scenario.