Regarding the changes to "Summoners Rift (Beta)"

TossedinAustin·1/3/2015, 10:47:26 AM·1 votes·583 views

First of all, the laser turrets seem weaker than turrets used to be for 2 reasons. One, if someone takes a step inside turret range and then quickly steps back out then they only take like 30 damage from a laser turret but take almost 200 damage from 1 regular turret bullet. And two, the regular turrets deal increased damage based on how long it has been attacking the same target but the laser turrets appear to deal the same amount constantly and the defense break that the laser turrets give doesnt seem to do that much against targets with 200-300 armor anyway. Second, the new inner turret seems stronger than the inhibitor turret because of the shield it gives. If i had to make a choice between baiting a teamfight under my teams inner turret or baiting a teamfight under my teams inhibitor turret, i would definately choose the inner turret because of the 300 health shield that it gives ALL targets in range. If anything, the shield should be on the inhibitor turrets and nexus turrets and the one on the inner turret should be less than 300 health while the inhibitor and nexus turrets give the full shield. Third, the new jungle is cool but seems to have a lot of inconsistencies. For instance, to me it seems like the small camps deal more damage than the buff camps. And the small camps level up based on the level of the people in the game while the buff camps appear to level up based on how many times you have killed them. I like the idea of leveling up based on how many times it has been killed but it seems like they are less of a threat than the small camps like wolves and raptors. Continuing with my jungle criticism i would like to bring up the buffs you get from the small camps. The "patrolling ward" you get from the wolf camp doesnt seem to patrol very well, it just kinda gets stuck halfway to blue buff and doesnt even get stuck in a spot that has vision of the blue buff. The buff from raptors seems cool in theory but honestly seems far more powerful than red buff or blue buff. The buff from double golems seems kinda dumb and inconsistent because there is already a stun from smite if you buy a certain item. I guess the poison armor buff from the frog camp (previously known as the wight) is good for jungling but to be honest it doesnt really seem like it does enough damage and the duration is too long since jungle camps are attacking you every second anyway. Then if we look at the bigger camps like dragon and baron i would like to point out that getting the dragon buff seems more important than getting the baron buff. The PERMANENT bonuses are much more useful than the temporary bonuses of baron. In fact, i would like to say that the only camp in the entire map that i am happy with how it works is the crab ward camp in river. Good idea on the crab wards.

Now that i have talked about turret strength (or weakness) and the changes in the jungle camps, i would like to talk about the changes to the jungle items. First of all, why does one of the "devourer" items start with 40 magic damage on hit and the others all start with 25 magic damage on hit. Was this intended or just a mistake? Second i would like to point out that the machete 30 damage over 2 seconds doesnt matter that much since you are attacking the camps more than once a second with most AD champions anyway and even with caster champions like amumu you still attack the camps more than once every 2 seconds. Thirdly, since it is very clear that the small camps do just as much damage as the large camps (possibly more), i think that making changes to the jungling masteries would be a good idea because the health regen that the new machete gives isnt incredibly helpful. I kind of wish that the machete was closer to its old version of 10 bonus damage and 5 health on hit. What was wrong with the old jungle items anyway? If its not broken dont fix it. People were happy with wriggles and as someone who used to play a ton of jungle Amumu i was pretty happy with spirit of the spectral wraith as well. Recently i watched a couple games because they popped up on my league home page and because they had C10 Meteos and voyboyy in them. And do you know what i saw? Neither team tried to go for baron but both teams were very protective of dragon. With the permanent stacking bonuses that dragon gives, most games end before a time when baron is needed anyway. On top of that, it seems like getting an early dragon gives your team a SUBSTANTIAL lead and i dont just mean an early gold lead. I mean the permanent bonuses from dragon make it even harder for the other team to secure their own dragon kills. I will say again, the only jungle camps that i am happy with right now is the crab ward in river. Good idea with the crab ward. Please adjust everything else.

And for those of you who think a level 10 has no idea what he is talking about. This is my 4th account, 2 of which were gold or plat in solo que and combined these other 3 accounts had close to 300 dollars in skins on them and over 1500 normal wins combined. This is the only account i have access to anymore because apparently telling rookie players that they are bad and make dumb choices is a bannable offense. So before you tell me i dont know what im talking about, think about how many players have spent 300 dollars on your game, gotten banned 3 times losing 300 dollars, and still come back to try out the new preseason changes because that sounds like a hardcore dedicated player to me. As someone who mains jungle Amumu and Jungle Master Yi i beg you to adjust your jungle. And also your turrets, but i feel like changing the jungle is more important.

1 Comments

TossedinAustin1/3/2015, 11:03:35 AM1 votes

Oops... I forgot to mention Teemo like the instructions for this board say.