Why exactly were Merc Treads nerfed?

Naomi CoffeeGoat··76 votes·4,703 views

I mean this is getting ridiculous with all these CC heavy comps being made. I'm really missing the old tenacity.

76 Comments

junglerboy168 votes

to buff tanks and CC mages and to nerf fighters, assassins and ADCs who would need to deal with them.

Imo, it is a healthier game because of the nerf.

Gregor Gysi2 votes

^Take a look at champion.gg. It's extremely unbalanced and now Riot has to nerf Anivia etc (proof: surrenderat20). I really doubt that this was a good idea.

alfavhunter2 votes

{quoted}

^Take a look at champion.gg. It's extremely unbalanced and now Riot has to nerf Anivia etc (proof: surrenderat20). I really doubt that this was a good idea.

The reason for anivia nerf is t the CC, it's her ability to anti siege, resulting in longer games to where she can hit her power spike

BoundaryBreaker4 votes

So basically Riot is eliminating all super-late game hyper scaling champ because they don't want long games :^) Kappa

Gregor Gysi3 votes

Don't you realize how strong lategame champions got now that average game time decreased? /s

Gregor Gysi2 votes

Oh yeah, they now realised that she has CC 'ability to anti siege so she can stall' 'and easily hit her power spike'

And now that games are shorter in average Riot then decided to nerf her because of these reasons. Because champions now also have more mobility which makes Anivia stronger.. Wait what?! Do you even realize that champions don't get nerfed because of their kit, but rather because they appear stronger than offers due to mastery/rune/item/champion changes that either directly/indirectly influences certain champions? Goddamn. No clue how people like you are saying in 5.21: Anivia sucks, she has no dash, blink, speedbuff and incredibly low MS and the slowest skillshot there is :(( 5.22: OMG SUDDENLY SHE HAS CC AND 'ANTI SIEGE' ALSO TONS OF DAMAGE HURRR DURR

alfavhunter1 votes

{quoted}

Oh yeah, they now realised that she has CC 'ability to anti siege so she can stall' 'and easily hit her power spike'

And now that games are shorter in average Riot then decided to nerf her because of these reasons. Because champions now also have more mobility which makes Anivia stronger.. Wait what?! Do you even realize that champions don't get nerfed because of their kit, but rather because they appear stronger than offers due to mastery/rune/item/champion changes that either directly/indirectly influences certain champions? Goddamn. No clue how people like you are saying in 5.21: Anivia sucks, she has no dash, blink, speedbuff and incredibly low MS and the slowest skillshot there is :(( 5.22: OMG SUDDENLY SHE HAS CC AND 'ANTI SIEGE' ALSO TONS OF DAMAGE HURRR DURR

I maimed anivia end of S2 (when I started playing lol) and S3, I support mained since then because I was tired of getting my roll to have a troll take my lane with the mid or feed crap, and I still kick but as anivia, but she isn't op

On top of that the way they are nerfing her is wrong

By reducing the chill duration they directly nerf her E vs anyone with mobility

Even now before the nerf I've had tristanas Jump away and by the time the E hits the chill is gone and it doesn't do its crit portion

If they insist on this nerf they need to do 1 of 2 things 1- vastly increase E speed Or 2 change the crit condition on E to act as if the target is chilled if it was chilled on cast instead of on hit

Option 2 would offer more counter play due to reaction time, but it would prevent the E R effect which would lower the skill curve of anivia but also nerf her by giving more reaction time to the E damage

Of course they could also make E read if the target was recently chilled as in, the target is chilled from R for 1 second, anivia casts E, target jumps out of R and E hits 1.5 seconds later, E would still crit because the target was chilled within 1 second ago

The issue is the nerf they are choosing not only nerfs her control but her potential damage vs mobility, which she is already weak against

Gregor Gysi1 votes

{quoted}

but she is t op

On top of that the way they are nerfing her is wrong

Well if that is supposed to read that 'she is op' then I do agree. She actually is OP, but instead of nerfing her Riot should buff most melee champions who are pretty bad atm (junglers excluded) through mastery/items. Otherwise they'll have to nerf plenty champions while leaving melees in a bad position item&masterywise.

Seems that we are somewhat on the same page so I probably misunderstood you.

alfavhunter1 votes

{quoted}

Well if that is supposed to read that 'she is op' then I do agree. She actually is OP, but instead of nerfing her Riot should buff most melee champions who are pretty bad atm (junglers excluded) through mastery/items. Otherwise they'll have to nerf plenty champions while leaving melees in a bad position item&masterywise.

Seems that we are somewhat on the same page so I probably misunderstood you.

Spell check auto changing isnt into is t... Lol. We have to agree to disagree, she has a lot of control and CC... But her mobility is literally amount the worst of all champions, tied with the other lowest MS champs at 325 with no form of MS or dash in her kit, making her easy prey for high mobility champs like lee sin

Sire Hippington1 votes

actually, anivia reaches her major powerspike very early in the game, which is reflected by her winrate/gamelength. She has a ~62% winrate on 0-25min games, and constantly falls of to a 47% winrate at 40+ min.

And what has been nerfed was her cc-duration, so no connection to lower tenacity at all i guess...

alfavhunter1 votes

[{quoted}](name=Don Pavoni,realm=EUW,application-id=3ErqAdtq,discussion-id=VA08gGs0,comment-id=0007000000000002,timestamp=2015-12-09T14:20:32.161+0000)

actually, anivia reaches her major powerspike very early in the game, which is reflected by her winrate/gamelength. She has a ~62% winrate on 0-25min games, and constantly falls of to a 47% winrate at 40+ min.

And what has been nerfed was her cc-duration, so no connection to lower tenacity at all i guess...

The nerf they gave directly nerfed her E crit damage vs anyone with good mobility due to E travel time being so slow, if they speed up the E travel time by 15-20% to make it much less likely for the crit effect to be dodged by jumping away the nerf will be fine as it nerfs her CC and not her damage, problem is this is one of the oversights they are likely to leave in and end up nerfing her vs people that dash

I've already had LBs that jump on me to burst me from max range, I E R them they return to thier jump point and flash away farther and because of the travel time E will not crit and they get away with low hp when they would have otherwise died

I've done this to LB for them to jump and R jump away for the same effect when they are just trying to run

If they nerf the crit window for E to crit they need to buff its travel time to make it a net even, when the goal was a CC nerf, not a damage nerf

Sire Hippington1 votes

the main goal of the cc nerf most likely was to make it harder for anivia to land an E-crit With the 2 sec slow, popping ult on near maxrange vs an imobile target prettymuch ensured an E-crit, leaving little counterplay to her. I often rushed Mercs vs anivia, because 35(42 with old masteries) tenacity often meant that the slow wears off befor E lands. The 20 tenacity rarly make enough difference for that now.

junglerboy161 votes

Never said it was a good idea, it's just the reason they changed it.

Gregor Gysi1 votes

You said that the game would be more healthy (even though ADC's don't care about the change as they never bought mercs to begin with. Mercs are a fighter/tank item..).

junglerboy161 votes

Whoops, I thought I was responding to a you about a different post, my bad.

I do believe the game is healthier when tenacity is more scarce, because in the current state where displacements are so pervasive and reliable, I think the only thing keeping more traditional hard CC viable and balanced is limited access to tenacity. Tenacity is inherently a bad stat for this game. Offensive stats give a clear increase in damage. Defense stats give a clear increase in durability. Taking slightly reduced effects from CC is almost unnoticeable under all but the most extreme circumstances, and is an archaic holdover of League formerly stat-centric min-maxing play style. In a game where hard CC is becoming consistently less reliable (almost no point and click hard CCs exist compared to a couple years ago) this min-maxing has no place in the game and should eventually be phased out entirely in favor of actually dynamic gameplay where the effect of CC relates more to your interaction with the enemy champ as opposed to stat optimization.

Gregor Gysi1 votes

{quoted}

Whoops, I thought I was responding to a you about a different post, my bad.

I do believe the game is healthier when tenacity is more scarce, because in the current state where displacements are so pervasive and reliable, I think the only thing keeping more traditional hard CC viable and balanced is limited access to tenacity. Tenacity is inherently a bad stat for this game. Offensive stats give a clear increase in damage. Defense stats give a clear increase in durability. Taking slightly reduced effects from CC is almost unnoticeable under all but the most extreme circumstances, and is an archaic holdover of League formerly stat-centric min-maxing play style. In a game where hard CC is becoming consistently less reliable (almost no point and click hard CCs exist compared to a couple years ago) this min-maxing has no place in the game and should eventually be phased out entirely in favor of actually dynamic gameplay where the effect of CC relates more to your interaction with the enemy champ as opposed to stat optimization.

I do not quite understand why it's healthier when every CC is uncounterable. Traditional hard CC is in no way in a bad spot - besides, in which way do displacements weaken hard CC? Additionally, I highly doubt that there has been an increase in displacement abilities.. Atleast not a significant one. You may also want to keep in mind that we have way more (especially more viable!) items that provide players with CC - it's only natural that there should be some counterpart to those items. Especially now that Zephyr got removed I don't think that this is the time for tenacity nerfs.

junglerboy161 votes

First, I don't think CC should be uncounterable. That's just bad. What I said is that CC should not be countered based on stats but rather based on gameplay and direct player action.

Tenacity is an unhealthy stat because when it is strong, classic CC champs are almost pointless since they usually trade significant strength in other parts of their kits for their lockdown. When tenacity is weak, classic CC champs run rampant since nobody can do anything about their abilities.

If Tenacity (which offers unnoticeable stat optimization, something Riot openly hates) were removed and CC toned back to a more reasonable level to compensate, the game would be much more consistent and more easily balanced. Basically, Tenacity as a stat is an unnecessary complication of the balance process that leads to binary gameplay based around passive stat optimization rather than dynamic gameplay based around skillful and strategic gameplay decisions. I'm not saying nerf tenacity, I'm saying remove it entirely.

As for the amount of displacement being relatively higher compared to other hard CC, of the past 13 champions released (Yasuo to Illaoi, counting Sion's relaunch) 9 have one or more displacement abilities (counting Tahm Kench since devour's suppress has essentially the same gameplay function as a prolonged displacement and is not countered by tenacity) and only 5 had a non-displacement hard CC. Riot has expressly stated that they favor displacement over other hard CC because it does not have the same min-maxing issues classic CC has, and is much clearer from a gameplay perspective, both to those using it, those effected, and for the sake of balancing a champion.

Gregor Gysi1 votes

{quoted}

If Tenacity (which offers unnoticeable stat optimization, something Riot openly hates) were removed and CC toned back to a more reasonable level to compensate, the game would be much more consistent and more easily balanced.

Same could be said about magic resist and AP scalings. Just delete MR and decrease AP scaling/base dmg. Tanks can still build Health. Tenacity is in fact exceptionally noticable stat optimization. You can choose to be somewhat resistant against it - or you can choose not to. CC being more effective against those with a certain itemization than against others seems to me rather interesting than inconsistent.

{quoted}

As for the amount of displacement being relatively higher compared to other hard CC, of the past 13 champions released (Yasuo to Illaoi, counting Sion's relaunch) 9 have one or more displacement abilities (counting Tahm Kench since devour's suppress has essentially the same gameplay function as a prolonged displacement and is not countered by tenacity) and only 5 had a non-displacement hard CC. Riot has expressly stated that they favor displacement over other hard CC because it does not have the same min-maxing issues classic CC has, and is much clearer from a gameplay perspective, both to those using it, those effected, and for the sake of balancing a champion.

Illaoi - soft CC Kindred - soft CC Tahm'Kench - stun + suppression (very old and outdated type of CC, not useful to your argument imo) Ekko - stun + soft CC Bard - stun + stasis Rek'Sai - knockup Kalista - soft CC + knock up Azir - knock-back Gnar - soft CC + stun + knock-back Vel'Koz - soft CC + knock-up/back Braum - soft cc + stun + knockup Yasuo - knock-up + suspension (reduced by tenacity!) Sion rework - soft CC + knockup + knockback Fiora rework - soft CC / stun Poppy rework - knockup/knockback + stun Ryze rework - soft CC

Hope I didn't forget a rework.. Soft CC champions (reduced by tenacity): 10 Hard CC champions (reduced by tenacity): 8 Hard CC champions (not reduced by tenacity): 11 (counting weirdos like T'K and Bard stasis) I can't see it. Mind linking me the Riot post?

FistOfSharkiesha5 votes

And in the same patch Zephyr was removed. Zephyr was my go to item on Mundo so I'm really sad they removed it.

Spoofghoul27 votes

DrMundo summoner 1 item 3102 item 3111 item 3139 item 3222 item 3009 item 3056

Mundo goes where he pleases

BoundaryBreaker10 votes

Mundo builds what he pleases

brad4 votes

because theres a mastery that gives you +15%

Sire Hippington2 votes

[{quoted}](name=Hi lm Brad,realm=NA,application-id=3ErqAdtq,discussion-id=VA08gGs0,comment-id=0003,timestamp=2015-12-07T10:21:25.026+0000)

because theres a mastery that gives you +15%

And there was one that gave 10% befor, jsut that it was easier to optain and you didn't have to give up on 15 armor/mr from legendary guardian for it.

Maximum Morde3 votes

My guess is because as one of the only good MR items, it was just about always being built. So, when doing balancing acts, rito had to balance CC as if it were always going to be reduced by that anount which would make not having those boots that much worse. That made it a self sustaining loop. By nerfing it they have more freedom to tweak CC numbers. Now, let's wait and see if they actually do that.

Sand Clone2 votes

its because some champs were abusing it. you can blame Irelia for it.

Dunkrius2g4 votes

Which is why you nerf the champion, not the item. It seems like Riot didn't follow up on their philosophy either.

TheDiff2 votes

Better nerf irelia item 3070 Irelia item 3070 again lmfao

Keti3 votes

Irelia hasn't been nerfed in over 3 years and is basically always highly contested or borderline OP.

Irelia Bot1 votes

You seem to forget the 40 damage on E nerf in season 5.

That actually did push Irelia out of often maxing E first since W is generally better for a lot of things now.

ANd with all the knock ups and knock backs which tenacity has no effect on it isn't as huge of an advantage as people make it out to be.

Sona Ping1 votes

Don't listen to the I-just-lost-to-Irelia QQ; they were nerfed because of the tenacity in masteries, because 50%+ Tenacity probably wouldn't be that great a thing.

Sire Hippington1 votes

we have 5% more tenacity in masteries than befor, and it's harder to optain as it's deeper in the tank tree and denies that defstats from legendary guardian.

hardly a reason for that nerf imo, and it wouldn't have been 50%, but 45% as tenacity stack multiplicatively

Sona Ping1 votes

You are forgetting the Elixir of Iron in that, aren't you? That is the scenario that people are talking about with that, that I am referring to.

By the way: I don't particularly like the mercury's changes, it's enough to not make the choice worth it for the tenacity.

Sire Hippington1 votes

Elexire of Iron existed befor, giving the exact same tenacity. Granted, it's overall a bit better now with the 300hp, but you reached ~50% tenacity with just mercs+elexire befor, while gaining some slow resistance on top for less gold, so that hardly can be used to justify that nerf.

Sona Ping1 votes

Well, unless there is a Riot quote that explains otherwise... that appears to be the reason, so it both can and is being used to justify that nerf.

thehalfrican2311 votes

[{quoted}](name=Gold Chaos,realm=NA,application-id=3ErqAdtq,discussion-id=VA08gGs0,comment-id=0002,timestamp=2015-12-07T07:18:45.586+0000)

its because some champs were abusing it. you can blame Irelia for it.

Irelia doesn't abuse it her passive gives her bonus tenacity based on how many champions are around her

maikokk8 votes

irelia is stronger with less tenacity in the game. logic. the less tenacity you can buy, the more of an edge she has against an opponent with cc. surprise... she has CC and innate tenacity hence its her opponent that cries with 20% on mercs, not her.

Irelia Bot2 votes

I still would rather see the 35% on Mercs for everyone else besides Irelia and Mundo.

It was a way to make getting chain cc'd less effective and counter hard CC comps.

Now if they were to make tenacity hard capped at 60% but additive instead if multiplicative and make say raptors cloak have a unique passive that gave 20% tenacity that would be a way to make tenacity more openly available without having to buff merc. treads since they would still have clear value to others and not deminished when getting other tenacity. Irelia would only really want one tenacity item in most cases if this change were to happen.

And to make it worth getting have elixer of iron increase the cap by 15% but only give 15%. I mena I usually go with Wraith since the damage is more appealing to me.

It would make Irelia and Mundo still have the tenacity in this case since others would be limited to 55% from the 15% mastery + 20% from mercs + 20% from raptors cloak item then others still but never be the the crazy case of when Irelia really could get over 80% when Elixer of Iron was subtracted instead of multiplicative.

Yes I am suggesting something that would in effect be a nerf to the champion I main.

Sand Clone1 votes

{quoted}

irelia is stronger with less tenacity in the game. logic. the less tenacity you can buy, the more of an edge she has against an opponent with cc. surprise... she has CC and innate tenacity hence its her opponent that cries with 20% on mercs, not her.

Irelia was getting through cc way to quickly. riot has pointed to why they nerfed mercs and irelia was mentioned as an example because cc would last such a short time on her.

Squidblimp2 votes

Because there is now a mastery that gives a bunch of tenacity in the Resolve tree. They want you to be tanky in order to get the tenacity.

Anihaku1 votes

^ this

That mastery + merc treads = 32 to tenacity ingame from 35 before tread change. It would probably be too much if tenacity wasn't tweaked after that mastery was added.

ayNigerianPrince2 votes

You used to be able to get 10% from mastery already, right?

Anihaku1 votes

Yes I think so

ayNigerianPrince2 votes

So that doesn't really justify anything then.

Anihaku1 votes

I guess.......I don't play tanks often so Im not sure if the 35 to tenacity was solely from boots alone or with the mastery. I just mainly remember having 35 and now I get 32. I'm sure people who play tanks often have better insight into this.

ayNigerianPrince1 votes

The boots used to be 35% on their own. It was pretty much a straight nerf as the tenacity was already at the bottom of the defense tree I believe. Or at least somewhere down there.

Anihaku1 votes

Ok gotcha now. Do you think they did it because if they boots still gave 35% on top of the new mastery it would be too much? Just read 5.24 changes and I'm not excited in the slightest : /

Sire Hippington1 votes

before that, 10% tenacity where optainable in the defense tree. now you get less tenacity from masteries+mercs than you had from mercs alone befor, and no more zephyr.

And if they want you to be tanky to get it, why do you have to give up on 15 armor/mr to get it?

Squidblimp1 votes

Now you can get 15% tenacity in the tree tho. :P

Sire Hippington1 votes

thats 5% more than last season, totally a reason to nerf merc by 15% and remove zephyr(and in S4, we even had 15% down in the tank tree with mercs and zephyr giving 35%, and no one complained about to much tenacity...)

Secretlolz1 votes

A much needed buff to control mages Read: Lissandra, Xerath, Anivia, etc

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