@Meddler Could we get some additional intel regarding the Zz'Rot changes?

Lord Desert··12 votes·11,129 views

On the PBE the ZzRot was changed to:

VoidGate duration/cd: 150s -> 120s hp/lvl:_ 50 -> 0_ current%hp decay:_ 10% -> 20% /tick_ structure dmg: 5/lvl (90 total) -> 20/lvl (360 total)

What are the goals of these changes? Since i dont have a PBE acc i cant test for more exact numbers :/ The range is decreased by ~25%. Minions will kill them super fast now (if the numbers are correct at surr@20, since the voidlings have only 40 base hp), making it pretty bad at autopushing/defending vs minion waves. The dmg vs towers is up by a lot!

So im guessing this change is aimed to make ZzRot into a Siege and not a Splitpush item. But since the tower aggro priorites them (and its low hp) it cant "autodestroy" the towers any more. Which then again removes the "siege" part to a "only dive/after successfull dive, usefull item"... Which made me wondering. Are those assumtions correct? or did i miss something? But hey its on the PBE to be tested! So dont go super crazy rage mode! For now :D

53 Comments

RiotRiot Sotere11 votes

You're right. It's supposed to be a siege tool, and used for splitpushing. But it shouldn't be as good at autonomously splitting. If you are a tanky guy who wants to engage in splitpushing, the hope is that you have more success with this because it shores up your weakness (actually doing damage to the turrets).

It is going to be worse at farming and stalling out a lane.

Critkeeper1 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=0001,timestamp=2017-01-05T00:22:17.539+0000)

You're right. It's supposed to be a siege tool, and used for splitpushing. But it shouldn't be as good at autonomously splitting. If you are a tanky guy who wants to engage in splitpushing, the hope is that you have more success with this because it shores up your weakness (actually doing damage to the turrets).

It is going to be worse at farming and stalling out a lane.

if tanky guys can shore up their weakness in a split push, why can't squishy guys like tryndamere have an item to shore up his weakness in team fights?

its really fucking frustrating to be forced to split push as trynd when i'd rather be more interactive, and then have the enemy bruiser build zzrot to take away from me the one thing I can do well.

LatetotheRace4 votes

Well to answer your first question: Tryndamere is a painfully outdated and linear champion. There can be no item that can "shore up" his weaknesses as they are immense. If you don't want to split push, play someone else.

Skias2 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=0001,timestamp=2017-01-05T00:22:17.539+0000)

You're right. It's supposed to be a siege tool, and used for splitpushing. But it shouldn't be as good at autonomously splitting. If you are a tanky guy who wants to engage in splitpushing, the hope is that you have more success with this because it shores up your weakness (actually doing damage to the turrets).

It is going to be worse at farming and stalling out a lane.

Its pretty generalist for being a siege tool too, with both armor and MR. People build it because anyone can use it. I got to gold just using it on Anivia to push mid. Same thing with Redemption. Its a pretty generalist item that tries to specialize into shield/heal users. These items definitely need to be more niche.

RiotRiot Sotere6 votes

Well, the hope is to make it more niche. It generated a lot of lane safety/pressure and generated quite a bit of gold. Those general strengths have been reduced a bit in favor of turret destruction.

Skias2 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=000100010000,timestamp=2017-01-05T02:07:00.451+0000)

Well, the hope is to make it more niche. It generated a lot of lane safety/pressure and generated quite a bit of gold. Those general strengths have been reduced a bit in favor of turret destruction.

I definitely respect the fast changes to it and the direction. What sort of impact do you think would happen if it lost it's resists and became a catalyst item instead in place of ohmwrecker?

Ohmwrecker is a weird item because noone wants to spend gold on turret diving power when turret diving already feels REALLY easy lately. I mean, I can slowly walk around a turret with Taric until my opponent is dead without my ult and get out alive. Taric is really slow. Faster champs have an even easier time. I guess my point is, maybe Zzrot could be better served in the space Ohmwrecker is using up.

AMYS GRAVE13 votes

Its kind of sad because it was my only tool to wave control as the support. I need to be grouped with my team to save them from themselves but when they ignore side lanes we lose towers and i could use ZZrot to be able to save lanes and save games. This change has removed more agency from my ability to affect the game as support, which will make the least popular role less rewarding to play as.

EDIT: if you're concerned about the gold it is generating have you thought about reducing the gold given by minions the ZZrot last hits, or just removing that entirely. That way if you want the farm you have to be there.

RiotRiot Sotere4 votes

That is a bit sad. Banner of Command is still around, and in my opinion tends to be better suited for the support position. As a supp., Zz'rot was always questionable to me as I was putting a lot of money into flat resists when I felt health and CDR were my primary needs. Banner does not give the same sustained control, though. :(

LostFr0st4 votes

But enchanters don't need any of the stats on banner. The point runner passive and defensive stats on zz'rot are too good to pass up in comparison, along with the health regen which complement their other items.

RiotRiot Sotere2 votes

Mana is nice. CDR is my main grab as an enchanter. Feel like I'm not complete until I have my 45%, and then once I have it, it's pretty rare that I get to complete another full item. Obviously preferences and incomes vary. Hard for me to dispute the value of soaking up farm in a lane and getting some control as the role that otherwise has the least amount when it comes to creeps.

LostFr0st7 votes

I'll give it to you straight, but I'm not sure if the context will carry since our games must be very different due to the skill/game knowledge gap:

Sometimes, as a support in games, it becomes overly apparent that the lanes need to be pushing before the fight happens in order to gain anything.
We also know in those games that our top/mid/jung won't push out the side lanes from their actions in-game so far even if we ping/type it. It's just the support saying it.

We won't get anything after the ARAM mid if the lane isn't prepped so we must take it unto ourselves to do so. Just please, consider that for the future if/when you guys look at support agency.

SpecterVonBaren4 votes

What would be cool is if they just changed item 3060 and made it so you could get a midway item that gives a mild promotion to a minion but it would be like the jungle items and you can then choose to build it into other items that upgrade a minion in different ways.

Basically, make it so Banner of Command works like Black Market Brawlers. It would be a support item that gives support varying ways to effect waves.

LostFr0st1 votes

I have a feeling that like item 3681 , there will always be one that's the best. No point having choice if one will be blatantly better or even just assumed a lot better.

Hellioning2 votes

Yes, CDR is an enchanter's main grab. But I have to put more effort into not getting more than 45% CDR than getting to that cap. Your support item, redemption, then two other items. If you have a heal, you're probably getting Censer, Athene's, and/or Mikhael's. Zeke's has 10%, as does sheen if you're Sona. So, sure, I could probably buy a Banner and fit it into my build, but I could also buy a lot of other things without feeling too bad about it.

Nameless Voice4 votes

When playing as an enchanter, the stats that I value are: CDR, AP, heal/shield strength. Of course, it depends on the champion, but as an enchanter I want to be heavily focused on my abilities - more heals, shields, CC, damage, protection, buffs, debuffs, etc. As a backline champion, I'd rather rely on my positioning and abilities to keep me alive instead of building purely defensive items. That's why building an item that doesn't give any of those stats other than 10% CDR feels bad to me. The item isn't increasing the power of my abilities at all. It's just making me tanky.

All of the stats on Banner of Command seem far more attractive to a tank support than to an enchanter, just like Zz'rot Portal.

Also, Banner of Command feels very slot-inefficient - it's a cheap item and doesn't have very good stats as a result - so anyone with an income (including supports who are doing well) feel bad about buying it because its stats don't justify the slot usage.

I'd love to see the item brought back towards being an item for mages and enchanters, offering AP and CDR, and being a little more expensive and slot-worthy again (possibly with it building out of an intermediate, smaller-scale promote item.)

Dominick Destine1 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=0001000100000001000000000000,timestamp=2017-01-05T03:58:01.464+0000)

Mana is nice. CDR is my main grab as an enchanter. Feel like I'm not complete until I have my 45%, and then once I have it, it's pretty rare that I get to complete another full item. Obviously preferences and incomes vary. Hard for me to dispute the value of soaking up farm in a lane and getting some control as the role that otherwise has the least amount when it comes to creeps.

NERF YASUOOOOOO AND LEE SIN

No but seriously, good job on nerfing Zzrot... but could it get back the resists it lost now that the active is getting gutted?

Miror B8 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=00010001000000010000,timestamp=2017-01-05T03:48:17.772+0000)

That is a bit sad. Banner of Command is still around, and in my opinion tends to be better suited for the support position. As a supp., Zz'rot was always questionable to me as I was putting a lot of money into flat resists when I felt health and CDR were my primary needs. Banner does not give the same sustained control, though. :(

See, I slightly disagree with the idea of banner being better suited for support. Unlike the olden days in which it had the aegis bonus (to give your team that extra MR), the new one feels entirely like a split-pushing tank item more than a "go to support item". At least with ZZ-rot, you have the point runner bonus (allowing to group with the team faster if you run towards them in lane) and some push. Aside from that one minion, all the rest of the stats on Banner are suited to niche supports at best (taric/support malph being good examples).

AMYS GRAVE1 votes

And tank supports usually don't want or need the AP from banner. Also it lost its aegis aura so it isn't really suited for supports anymore.

LostFr0st4 votes

item 3060 has no AP anymore. Its best fit is tank supports now. +30 magic resistance +60 armor +400 mana +10% cooldown reduction Active UNIQUE – PROMOTE: Greatly increases the power of a lane minion and grants it immunity to magic damage (120 second cooldown) (1200 range).

AMYS GRAVE2 votes

Ty for the correction.

Awoof3 votes

Bluntly said, I personally feel like the minion promotion is too garbage as that I'd spend my support income on it over something that feels more impactful.

That said, I can imagine that Zz'rot, as it is, is probably too versatile of use.

TeCoolMage1 votes

I'd say it's still effective at stalling out lanes. The voidlings have always been one shot against super minions and they never make the wave match in terms of pushing power so the stalling is the same. Also, voidlings are hardly ever focused completely first as they have a fair chance of entering turret or minion range while a melee or cannon minion is being attacked which is more than enough time to get to the tower. (also I think they get one shot by towers anyway)

The only thing that has changed is its ability to push out lanes from really far back like from your inner bot/top tower to the middle of the lane and the ability to solo push when your wave has less minions for some reason.

Oleandervine7 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=00010001000000010000,timestamp=2017-01-05T03:48:17.772+0000)

That is a bit sad. Banner of Command is still around, and in my opinion tends to be better suited for the support position. As a supp., Zz'rot was always questionable to me as I was putting a lot of money into flat resists when I felt health and CDR were my primary needs. Banner does not give the same sustained control, though. :(

The issue with Banner of Command is that it is severely outclassed by other items. As a tanky support, like Taric, I would prefer to take up items like Frozen Heart or Iceborn Gauntlet for my CDR/Mana/Armor item, as they directly benefit Taric and tankier supports better than the Banner. For pushing on Taric, I prefer Zz'Rot for the raw stats and the Point Runner bonus, because there is no other way to get that into my build. If I want to go more defensively, I build Locket, because the Locket better rounds out a build on Taric or any other tanky support by offering a larger amount of MR to offset the armor you typically build. Coupled with the standard Face of the Mountain, Sightstone, boots, and Redemption/Knight's Vow, there's just not much space to put the Banner into a build, and there won't be until it actually feel like it's doing something.

I've tried the Banner as a pushing item, and it just doesn't feel potent. That one minion typically never feels like it makes an impact, and since you can't really track it down the lane, it's difficult to gauge how it's doing. I think Banner could use some kind of tweaking to make it more appealing over all the other items that choke it out of builds.

Champion Skin1 votes

HP is generally better than resistances yes... a lot thanks to it being more general rather then it being more powerful (though of course resistance items are also hurt by items like item 3035 item 3071 item 3135 )

With ZZ'rot giving both armor and MR it does give quite decent defensive stats and the higher resistances the more effective HP items become so building HP items after it is quite good (or at least you have some HP from sightstone usually)

It also gives MS when chasing/running away if it is around towers (in lanes) which is quite powerful and useful

EndlessSorcerer3 votes

Personally, Banner of Command's active has always felt lack-luster and I don't particularly like the stats on it.

While I find Zz'rot Portal to be unquestionably a better item stat-wise and for pushing lanes, Banner of Command is just underwhelming in almost every regard.

Palaven2 votes

I use both Zz'Rot and Banner quite frequently (though not necessarily together) being a Top/Supp player. I think one change to Banner would be really helpful without pushing it over the top: Change Banner so that it is much more effective on a non-Cannon minion than it currently is.

As others have commented, especially from the support position, you really need to be with your team. The biggest advantage of Zz'Rot (which is now lost with the changes) was that you could minimize your time away from the team - simply walk to a lane and place it down. The challenge with Banner is that you have to wait for the right wave, walk to that wave, and then use it on the Cannon. I do think that it should be most effective on a Cannon, but I've never understood why it is SO MUCH WORSE when placed on a non-Cannon.

EDIT: What would really be cool is if all three types of minions would be relatively the same pushing power with Banner on them, but have different strengths for different situations. Melee could have the highest defense when armored (most difficult to kill), Ranged could do the most damage (most DPS to enemy minions/champs), and Cannon could do the most damage to turrets (which already works well when you have Baron buff because of its long range when Bannered).

Irelia Bot3 votes

Based on the changes it was doing Banner's job too well and almost always a better pickup.

They both have similar effective basic concepts when used on live currently and ZZ was making Banner not a worthwhile option.

Now ZZ is more targeted at siege while Banner is more targeted at AFK split pushing.

AMYS GRAVE3 votes

imo that's because banner doesn't do banners job well anyway, and isn't a worthwhile pickup except against an all AP team who would have trouble taking down the promoted minion.

Aptest3 votes

the problem with this statement is, that banner wasn't doing banner's job anywhere near well enough. It failed at doing the "split pushing minion" thing even when ZZrot did not exist.

so yes, ZZrot was crowding out banner by doing banner's job better than banner. But banner at it's own role was underwhelming at best and actually mostly pathetic - whereas ZZrot pushing works.

if you want to make baner split pushing a thing, the active has to be buffed - and buffed a lot.

Irelia Bot3 votes

and in buffing it a lot it becomes a must buy item that your team is at a drastic disadvantage not getting.

History repeats if no one learned from things like Runic Bulwark.

Runic Bulwark was literally mandatory because if one team did not get it they were usually at a disadvantage.

These afk pushing items can not be strong without forcing other options to be less then ideal.

Kinkou Order1 votes

You can't blame him too much for not understanding the concept of items becoming mandatory.

Runic Bulwark might have been before his time.

Aptest2 votes

ah we have two irelias here? better nerf.

Aptest2 votes

Sure if you mean buffing the combat stats on it than that is absolutely going to happen. But the trade off on these items obviously must be less combat stats for the ability to control lanes.

But what I meant was, the active part doesn't push anywhere near effectively, and does occupy the other team to any relevant extent.

For BOC to be relevant as an auto-pusher, the promoted minion has to not die so fast to other minions. it also has to not die so fast to the enemy top laner.

I don't think that necessarily AFK-pushing should be a thing. I do however think that supports should have a venue for getting lane control i.e. the ability to push lanes themselves and to set up a lane to push. As most supports are both designed against it or lack the damage output (damn you lulu nerf) to do it efficiently, this should exist on a purchased item.

pushing lanes is a win condition in the game. It's not fair to have one player completely cut off from one of the win conditions.

that being said here is my proposal. (a) When a promoted minion is nearby, the holder of BOC will deal x4 damage to minions AND monsters. (b) the promoted minion can be controlled with subsequent casts and be made to attack jungle mobs.

this gives supports a way to push lanes. But only if they are there. Also it gives them the ability to farm jungle (from the enemy team ?). Again, only if they are there.

nanogibbon3 votes

Maybe an interesting thought - way back in aura days, Banner of Command used to give a buff to all nearby minions. For various reasons this was switched to a single buff which counters magic damage waveclear. What if that buffed minion also included a smaller buff to nearby minons? In other words, stick some version of the old aura on the promoted minion instead of on the item. This would allow for split-pushing or auto-pushing, but would have a much bigger impact when the lane is set up properly, and could deliver a burst of meaningful lane pressure with flexible timing.

Aptest3 votes

1

back in aura days BOC was still useless because the damage aura was useless.

The problem is always that the enemy champions chew through the minions too fast. The only way for minions to occupy champions for any amount of time is for the minions to become extremely tanky.

The promoted minion being invul to magic damage is definitely the right way to do it. But there's a need to make sure the enemy jax or tryndamare can't clear it fast either and also that it actually pushes VS the enemy lane. So it needs to have 80% physical damage reduction also and maybe also grant some HP regen to nearby friendly minions.

2

not sure AFK lane pressure should be a thing. However supports should be given good tools for participating in the pushing game that are not subject to what other players on the support's team want to do.

nanogibbon1 votes

Totally agree. I've won (yeah, gonna take the credit) so many bronze games as Bard just by dropping a portal in the corner bush which gets ignored for two minutes of lane-shoving, allowing my team to actually take an objective. Add ruby sightstone and you got a stew going!

These changes will have a big impact on my ability to exert global control, but I have to admit they make a lot of sense. I see so many people dropping Zz'rot close to turret trying to get that siege damage, when the live version is usually much more effective placed farther back in lane. I imagine this change will make reality conform to expectations a bit better.

LatetotheRace3 votes

Limit the gold rewarded to a certain distance from the zzrotlings. If you're into mid lane you're likely not going to get the gold, and if you're bot you can forget about it. But if you're in the jg, or in your own lane you'll get the gold and won't have to try to out last hit the minions.

Spideraxe1 votes

What are your thoughts on Banner of Command then

The Yetii Rider2 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=0001,timestamp=2017-01-05T00:22:17.539+0000)

You're right. It's supposed to be a siege tool, and used for splitpushing. But it shouldn't be as good at autonomously splitting. If you are a tanky guy who wants to engage in splitpushing, the hope is that you have more success with this because it shores up your weakness (actually doing damage to the turrets).

It is going to be worse at farming and stalling out a lane.

Seems like it would be way easier to just remove the item entirely and give a % bonus health damage to turrets to all champions (like how mages can use their AP instead of AD to kill turrets, tanks and bruisers can use their raw bonus health to kill turrets as well).

As someone else noted, feels bad when you can't do this as support and it costs an item when mages and carries get it for free. Taking turrets should be everyone's job. Why not just update the system to make it friendlier to everyone? Hell, you could just make it so every champion has a minimum damage to turrets based on level (with champions who specialize in turrets obviously far exceeding it).

NavyDivea2 votes

Turrets are enough of joke as it is. If supports start taking them without help someone needs to be fired. (which they very nearly can)

The Yetii Rider4 votes

{quoted}

Turrets are enough of joke as it is. If supports start taking them without help someone needs to be fired. (which they very nearly can)

I disagree. I think that everyone needs to be able to take turrets at least somewhat effectively, so that the game isn't dragged out by one side winning team fights but having an ADC who gets constantly caught out or dies immediately at the beginning.

Shadow Hazard3 votes

having both lower health plus faster degrading health is going for a double down for nerfing it though. Riot has pulled that knee jerk balance idea way too many times. Wouldn't it be better to go either faster degrading health or lower health then if it really is still a problem then looking at it further. ZZrot isn't a warping item to champs power's especially compared to the other tank items, or is this item being balanced by the same guys that thought zephyr wouldn't be missed in the game?

AMYS GRAVE2 votes

This ^

XxxLumberJackxxX3 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=0001,timestamp=2017-01-05T00:22:17.539+0000)

You're right. It's supposed to be a siege tool, and used for splitpushing. But it shouldn't be as good at autonomously splitting. If you are a tanky guy who wants to engage in splitpushing, the hope is that you have more success with this because it shores up your weakness (actually doing damage to the turrets).

It is going to be worse at farming and stalling out a lane.

Using it to retain pressure when my teammates are awful is my favorite use of zrot though...

RexSaur2 votes

[{quoted}](name=Riot Sotere,realm=NA,application-id=3ErqAdtq,discussion-id=TWLr9Qut,comment-id=0001,timestamp=2017-01-05T00:22:17.539+0000)

You're right. It's supposed to be a siege tool, and used for splitpushing. But it shouldn't be as good at autonomously splitting. If you are a tanky guy who wants to engage in splitpushing, the hope is that you have more success with this because it shores up your weakness (actually doing damage to the turrets).

It is going to be worse at farming and stalling out a lane.

Why do tanks have to be good splitpushers too again?

Like when you see a poppy split pushing better than a tryndamere or jax then why even have those champions exist in the first place? Why do tanks get to do everything in this game?

Lord Desert1 votes

Wow im super excited, you are the first riot game analyst i have ever talked to! It would be really awesome if you would tell me your personal opinion/view(not a offical riot opinion) about some ideas! later.

In regards to the change i feel that ZZ was hit a bit to hard but we will see; range(%tick rate) and duration decrease is fine and pushs it more into a siege item, but the complete hp/lvl removal is a pretty hard cut. :/ You guys may change banner too, so its fits "lanecontrol/spliting" better, if the wave AFTER the one, which you promoted, got a promoted minion too! I even have a post about banner coming up hopefully tomorrow or the day after xD So ill stop rambling about it, not enough space here.

Back to the ideas. Still extremely excited that a professional may look at them xD In keywords:

  • towers to weak. ealier defensiv scaling + possible transfer of defensiv stacks. Inhib and nexus towers need ether more dmg or the 70% ArPen back! they really really need that!
  • item changes to: Ohmwrecker, wits end and sightstone(+trinket) and "new" ad+crit item
  • better support income, recognition, items
  • adjusted crit algorihtm (removing the extreme outliers ONLY)
  • small adjustments to plants and smite buffs back
  • alot of small overall stuff (post is not out yet, but should be ready tomorrow, no promises tho)

If youre interested in any of these ill glady tell you more and refer you to the original post for some more backround. Holy moly, im like a kid seconds before christmas atm... But since rioters are stalked from alot of guys (and surr@20 guys :D) You should say in BIG letters, that its your personal opinion and not an offical riots stance! To not create some inconvienient confusions :P Anyway let me know if youre interested and dont get yourself down cause of some flamey ragers here on boards, how did this wording go? The smaller the mind, the louder the voice. If you know what i mean ;D

Moetaro3 votes

Carriying with a support at low elo basically consists on fixing your team's stupidity (That's why i love so much zilean, he's the king of stupidity fixing).

I mean:

  • With engage/disengage tools you can fix your team's stupidity at teamfights.
  • With the old solari you could fix your team's stupidity at itemization.
  • With the rot you can fix your team's stupidity at lane control.
  • With wards you can fix your team's stupidity at decision making in midgame/lategame/objectives.

What's happening:

  • They removed the solari's ability to fix itemization stupidity (aura removed).
  • They are removing the rot's ability to fix lane control stupidity.
  • They have mostly removed the midgame, and now we get into lategame-snowballing once one team makes a mistake around minute 10-15. So you cannot carry games in mid-late by providing-negating vision, since everygame is a snowball fuckfest where warding is not as important as it should be.

Thanks god they cannot remove the engage/disengage tools on every support champion but, after this new nerf, supports lose even more the ability to carry a game.

REMOVE SUPPORTS FROM THE GAME!

Please, I beg you.

Sephiroths Fury2 votes

I hate this change. As a top lane tank main this item is always rushed by me on nearly every tank I play. This allows me to stall the lane out more and vs some champions I'm actually able to push the lane towards them and win trades I otherwise would not win. Obviously the ZZ'rot stats are decent but other items generally have better stats, but I was totally fine with the stats given plus the very underrated point runner passive and small hp regen as I stall out the lane and slowly gain gold from my well placed zz'rot. Also the zz'rot allowed me to feel more willing to want to make a tp to bottom lane or even a roam to mid lane and try to help my teammates. If I do that now I'm basically going to be losing my tower. I'm not sure why this item was nerfed, its not like it is used that often. A lot of people think I'm a fool and that the item is not that great to begin with. Now I have to look foward to losing lane vs stronger laning champions on my CC/team utility top laners. This item was such a great option when you have a team with poor wave clear and all lanes seem to always be pushed in. You could just drop this baby in like bot lane behind your tower and go meet with your team for teamfights and not have to worry about losing your tower while gaining some gold. Now I feel like this change forces your team to draft more wave clearing champs which makes the game less interesting because you won't see as many varied team compositions. This change just makes me sick to my stomach. This item just went from my favorite item in the game to now I don't think I will ever use it... What a shame.
I don't see how tanks will be effectively using this item now as split pushing siegers in the top lane unless somehow you get ahead in lane which more than likely won't happen because a lot of tanks aren't the best 1v1 champions.
For example, lets say you get the first tower down and you are working your way up the top lane to the tier 2 tower, if you put this portal down the enemy laner will just walk up and kill the portal. Again its not like most top lane champions will win 1v1 fights vs bruisers. If I'm Sion vs hell I don't know, Poppy, Irelia, darius, Tryn, how the hell will I defend the portal unless I am much more fed than the enemy laner. Do I have to have my jungler babysit me in my effort to split push top lane? I'm sorry for the rant but this change really disturbs me, my play is based around this item which got me to diamond and now I have to play completely different. I don't see where I will get nearly as many opportunities to drop the portal down and siege a tower. Also, why is the range lowered? If the voidlings are super weak now with 40 hp what is the reason behind lowering the range of the portal? Alot of champions that would use this item are not good 1v1 champions, now you are forcing them to place the portal in a more dangerous spot to defend it. I feel like this change hurts top team oriented tanks that I play way more than it would hurt a support tank because as support you really shouldn't be taking the gold anyway and you have a adc in lane with you who can clear the wave fast, if you win a fight you just drop this thing down and get a easy tower now apparently. If anything this item might have just become a much stronger option for supports and a much weaker option for top laners. Ok, I'm done for now boys, I will have nightmares about this change. fml

nanogibbon1 votes

Aw. My Zz'rot Bard cries a bit into his horn. But the logic makes a lot of sense, and could make the item even more interesting. Looking forward to trying it out.

Oglaf1 votes

RIP Supports' only way to gain any form of lane presence.

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