In an ideal world, Revitalize would just be moved to the Inspiration tree (maybe replacing Minion Dematerializer?) and there would be no complaints from either of us (outside of the 9% attack speed Alistar stuff, which we both agree is stupid). Yeah, shielding melee champs like
wouldn't be able to pick it up without taking Inspiration as well, but most of those champs are running Overgrowth over Revitalize anyway (if they spec'd into Resolve at all), and could still pick it up from the Inspiration tree if they really wanted it. Moving on...
If you agree with my statements, then it is safe to say that we are approaching this game from two very different angles. It seems like you want these changes to be the start of some larger movement to move damage out of noncarries, while I want what is best for supports RIGHT NOW, in the current meta we play in, which means ensuring that enchanters aren't punished in the early game for taking a rune (aka Revitalize) that was designed for them. Furthermore, I do NOT agree with your vision that damage should be removed from noncarries as a whole, nor do I believe that Riot will ever push the game back in that direction for reasons mentioned previously. Because of this, I find that your solutions suggesting that we stop complaining about these changes and hope that Riot moves LoL back into a slower, shield/farm focused "defend the carry" game unacceptable. This isn't because they're bad ideas necessarily (S2 - S4 was the most fun I've had with League), but simply because Riot has written and stated publically that this is NOT the direction they want for the game. Practical change in TODAY'S game - +10 AP on enchanters, +65 HP on Tanks - is what matters, and so I can't entertain a "sit and do nothing" solution. I'll still go through your points in order, but most of our disagreements will likely stem from these core differences.
The Poke n' Push style dominates bot lane meta. We could benefit a from opening the door a little for farm lanes and kill lanes to exist in bot.
THIS DOES NOT STOP POKE. Most of the heavy poke in bot lane comes from mages
and ADCs
. This change hits enchanters, or champs who spec'd into Sorcery and Resolve. These changes hurt full supports; poke as a whole is unaffected. In addition, poke was already addressed with cuts to the Sorcery's flat AP buff, Scorch, and lethality items. I'm no pro player, but seeing as support champion diversity has returned to high elo queues (no more Pick/Ban
), I'd say that they were somewhat successful.
Kill lanes will exist as long as there squishies in bot lane, so they will likely continue existing (though they will be noticeably worse now they lost 65 HP for 9% AS/10 AP lul). Farm lanes, however, as we are now experiencing with the
/Overheal/Fleet Footwork spam always strafe the border between "defensive" and "disgustingly noninteractive," and Riot knows this. The only true "farm lane" supports,
and
, were released early in LoL's lifespan and their roster has not been expanded since then. Even then,
's entire kit was reworked to force her to take more risks because she was noninteractive. Playing farm lanes isn't fun for the majority of players, and they're certainly not fun to play against. They should stay where they are, in a nice, quiet niche.
The Resolve change might suck for now, but like you said, pretty soon you will be getting your big game impact items 800g earlier after the SS changes come down. You might trade in a bit of lane pressure early, but you get GAMEWIDE impact earlier.
This is a moot point, as EVERY champ building a support item gets the same 800 gold bonus, not just enchanters. In fact, this works out even BETTER for mage supports as it lets them rush them out more AP during the laning phase where it has a significant impact. When both enchanter support and mage support have to pick up a
to defend their carries, mage supports take a larger hit because they are more reliant on that 800g to leverage their superior AP scalings. By the time the mage support can actually start building REAL AP, the laning phase is often over (or close to over) and the enchanter support's team-based utility
can start impacting the map. However, when both supports gain 800g earlier, the mage support is 50g off of a
while the enchanter support is returning with a
(assuming they're still rushing a team utility item). Enchanter supports may have to start building an early AP item like
to maintain relevance during the later part of the laning phase, but there's no point speculating while the new patch is in PBE.
Top tanks should be specialized at neutralizing lane like Maokai did before Aftershock came down. Tanks putting out high damage and pressure like Titanic Hydra on Shen just seems silly to me. Just make tanks act as tanks from the beginning, give them more durability and stop trying to give them damage. It's ok for them to be glorified meat shields.Having said that, I think there are bigger issues to tackle for tanks (like Aftershock) so keeping in mind we are going to enter a realm where tank supports can start building items 800g sooner, I think this change might be minimal.
This is a philosophical difference between us, as it has little to do with Resolve changes and more to do with champ interactions in general. Anyways, tanks (and all champs, for that matter) need threat, which means some combination of disruption and damage. Forget about giving tanks even more tank stats, the strongest, stupidest tanks right now (aka
) are stupid because they simply WILL NOT DIE, even with crit ADCs and hypercarries being strong at the moment. As you mentioned, a faster 800g means that support tanks will hit their first major buy considerably faster, which means beefier, scarier
. We'll see what happens.
It is NOT OKAY for tanks to be glorified meat shields early in the game. By design, tanks power spike in the midgame and rely on cheap defensive items and base scalings (or ability scalings that scale with defensive stats
to control the game. Remove this midgame threat and tanks lose their power window against
and the rest of the damage-oriented top laners. If tanks are reduced to low pressure, afk farming "lane neutralizers" who allow their opponents to free farm and roam, their power window (and the whole reason for picking them) is unacceptably weakened. All full tanks eventually lose the ability to pressure carries in a 1v1, either because the carries have reached their core 3 item builds, the tanks have fallen behind, the carries have sufficient lifesteal
, or some combination of the three, at which point they become team-reliant punching bags. This is fine during the later stages of the game, but should not happen early.
The champs you dislike seem to be tanks (and some fighters/juggeranuts) who build an early damage item into full tank items. These tanks are sacrificing the raw survivability and faster power spike of other tanks
for stronger dueling and late game threat, and they are (and should be) rewarded appropriately.
tanks
,
tanks
, and
juggernatus
exemplify this concept, and all of these tanks are much squishier than their full tank counterparts until they get their builds rolling. No one likes getting run over by a
, especially not as an immobile carry, but a
who falls behind will get steamrolled much more soundly by a 2-3 kill carry than a classic full tank. It hurts to be on the losing end of the match up (thanks, 0/9/1 Yasuo...), but the numbers do add up.
You want to be durable in lane? Ok, you gotta go Resolve in one of your 2 runes, and then you're gonna trade in some damage and/or lane pressure in return for extra safety in lane.
I hope I didn't make a confusing statement earlier in our post chain, but I don't think that any enchanter support really wants to be durable in lane at the expense of stronger abilities except
. All enchanter supports really want is Revitalize (+5% heal/shield power +10% heal/shield power if target is under 40% HP), and they grab Font of Life because it's the only other Resolve talent that works with their CC heavy kits. Considering that the majority of enchanter supports are casters, it makes no sense that Revitalize - a rune designed for them - should be gated behind a +65 HP/ -10 AP trade-off they don't want in lane.
I don't see how that's not healthy...
It's not healthy because nontraditional supports (
... you already know who I'm talking about...) DO NOT HAVE TO MAKE THE TRADE to reach their maximum laning potential. It would be healthy if ALL rune trees had this "half stat" system where you get half of your primary tree's stat and half of your secondary tree's stat, as now everyone has to consider their starting distributions when determining their secondary rune page. However, as I mentioned before. this considerably limits the number of viable secondary runes you can run on different champs and hurts player choice.
Regardless, I truly appreciate your honest feedback. Much thanks.