With Executioners calling gone...
What can melee users use to cut down the healing of enemy champs, aka grievous wounds?
What can melee users use to cut down the healing of enemy champs, aka grievous wounds?
For the far and vast majority of games, melee users would take the same actions they had been taking before.
Executioner's Calling was not attractive as an item, and there's quite a few things that failed with it.
One of the key strengths with offensive items is in the act of constructing a build. "I can now kill you in this way". Executioner's Calling kind of fell flat here in that it pulled more in the direction of "I [i]have[/i] to do this." rather than "I [i]want[/i] to do this." It pushed more in to the realms of what a defensive item feels like, you are answering a build. You are being directed by the choices of your opponent.
Now obviously there are items that do this as well (Last Whisper, Void Staff, defensive items et all), but all of those are competing for slots and there's limited room available to make build decisions versus reactive decisions.
Which pulls in to the second problem there was with Executioner's Calling. There wasn't a strong point where we could make it feel like it was worth it for the slot it took.
The item did serve an important function though, you're right. When we have more time to address healing and the interaction with healing, we may very well revisit the item and morph it into something new (or... potentially something new entirely to make it not needed at all). Hopefully while also solving the prior issues with it and making it actually exciting to purchase for more players.
For the far and vast majority of games, melee users would take the same actions they had been taking before.
Executioner's Calling was not attractive as an item, and there's quite a few things that failed with it.
One of the key strengths with offensive items is in the act of constructing a build. "I can now kill you in this way". Executioner's Calling kind of fell flat here in that it pulled more in the direction of "I [i]have[/i] to do this." rather than "I [i]want[/i] to do this." It pushed more in to the realms of what a defensive item feels like, you are answering a build. You are being directed by the choices of your opponent.
Now obviously there are items that do this as well (Last Whisper, Void Staff, defensive items et all), but all of those are competing for slots and there's limited room available to make build decisions versus reactive decisions.
Which pulls in to the second problem there was with Executioner's Calling. There wasn't a strong point where we could make it feel like it was worth it for the slot it took.
The item did serve an important function though, you're right. When we have more time to address healing and the interaction with healing, we may very well revisit the item and morph it into something new (or... potentially something new entirely to make it not needed at all). Hopefully while also solving the prior issues with it and making it actually exciting to purchase for more players.
Get back to work on the servers.....
There are a bunch of awesome folks working on the servers elsewhere and I'm likely not the best fit for that. I'm much more of a gameplay person. Sorry!
I'm deeply sorry for the disrespect from my fellow summoner. Thank you for your hard work <3
I'm deeply sorry for the disrespect from my fellow summoner. Thank you for your hard work <3
Also
Some of us know what you do, sorry for their behaviour and we trust you're trying your best. Do what you gotta do that also makes you guys at Riot happy too
For the far and vast majority of games, melee users would take the same actions they had been taking before.
Executioner's Calling was not attractive as an item, and there's quite a few things that failed with it.
One of the key strengths with offensive items is in the act of constructing a build. "I can now kill you in this way". Executioner's Calling kind of fell flat here in that it pulled more in the direction of "I [i]have[/i] to do this." rather than "I [i]want[/i] to do this." It pushed more in to the realms of what a defensive item feels like, you are answering a build. You are being directed by the choices of your opponent.
Now obviously there are items that do this as well (Last Whisper, Void Staff, defensive items et all), but all of those are competing for slots and there's limited room available to make build decisions versus reactive decisions.
Which pulls in to the second problem there was with Executioner's Calling. There wasn't a strong point where we could make it feel like it was worth it for the slot it took.
The item did serve an important function though, you're right. When we have more time to address healing and the interaction with healing, we may very well revisit the item and morph it into something new (or... potentially something new entirely to make it not needed at all). Hopefully while also solving the prior issues with it and making it actually exciting to purchase for more players.
This post has no merit. I have NEVER challenged a rioter, but in this specific case the only counter is taking ignite in champ select. If you took teleport, you are SCREWED. What's the counterplay to champion select?
With no grievous wounds for AD besides in kit (some ADCs) players are now FORCED to take ignite against champions like Dr. Mundo and Swain, previously even if EC was a bad pick they would pick it for the team to deal with those champions. Now the CHAMPION SELECTION dictates what players are allowed to have pre-game. (We talked about this months ago when Riot was considering removing EC, Guess our feedback was ignored, sigh) Morellonomicon is still EXTREMELY efficient for AP champions as well as gives GW as an added bonus.
This extremely limits champion choice for lanes like mid and especially top.
One of the key strengths with offensive items is in the act of constructing a build. "I can now kill you in this way".
Actually it was one of the key items in one of my favorite twitch builds.
With the build that I use on twitch typically I relied on the 20% crit to get to 100% crit.
Once you build iedge, phantom dancer, static shiv, and triforce, there aren't many items left that actually give a unique source of crit, making the options fairly slim. The choices left to finish 100% crit were between ghost blade and executioners calling. I often opted for executioners calling because of a few different reasons.
TLDR: These are just my overall thoughts on the item: it really does add an ability to get 100% (item unique) crit without being trapped into getting ghost blade. It does have a very necessary role in healing reduction. Gold gen is nice.
Also if you ask why I don't have life steal in the build, its because I do have life steal ( I buy BT). I actually opt to have no boots. Having 3 ms items makes up for not having boots.
On to the second part of my argument.
Executioner's Calling was not attractive as an item, and there's quite a few things that failed with it.
The reason it was an unattractive item is because of its low useability, this also falls into your point #2
There wasn't a strong point where we could make it feel like it was worth it for the slot it took.
I actually liked the item a lot more when it could be my life steal item. The problem is that if you don't attach damage to it, the crit that increases damage doesn't really help as much as say a blood thirster that adds damage + more damage when you cit.
Not just that, but you guys also weighted it to be 100% gold efficient (before its passive) which inherently makes it unattractive when compared to items like iedge that are 108% gold efficient (before its passive).
This gold efficiency difference isn't inherently your fault as a balancer though because of the actual impact of grievous wounds.
Edit: As a disclaimer I did originally say what would melee users use to combat hp regen... but I did inadvertently mean AD users. I see this item actually being stronger on adc's, in the case that an adc would go for crit over pen. Crit can be exceptionally useful when the entire enemy team is super squishy (non tank).
Since the main "calling" (sorry) for that item was the effect to mitigate healing couldn't you add that effect on another common item but increase the price. Like say from changing LW by adding in a recursive bow and upping the combine cost. since LW is 2200 adding this in would make it cost say 3300. Perhaps making a new elixer or something that gives your on hit effects apply that but make it cheap and last only a short time to give it a strategic place. Eh what do I know I just like fiddling with things and ideas.
But, isn't all this preseason stuff about how you react to your opponents action. This item fit the theme pretty well (just need some small change like Morrelo or an active instead of passive)
I used executioners calling as a situational item on Fiora and other fighters, because some of the the champions high ability for gaining lifesteal and tankiness makes them virtually unkillable no matter how hard you hit. A great example of that is warwick, with executioners I could knock his lifesteal and hp regen down enough to have a chance of killing him. See but the price of that would be losing damage I could get from another item, but if the situation was right it was worth it. That's smart game play, by removing this even at full build I couldn't successfully chip away at warwick to kill him. He just took it all and walked away with full hp. Your forcing everyone into 1 set of skills and items, which is wrong. I thought riot supported diversity.
I don't care if this is a month old, because I took a month off the game. I came here to say this.
as a Swain main, don't get me wrong, I'm thrilled. Now I can't be stopped. Morello's can't effect me if I never drop that low, so it doesn't matter.
Bruisers were already strong, now they are unkillable. Ty riot.
It wasn't appealing... so you removed it from the game. Why? just leave it in, people that want to use can still use it. Now for grevious wounds we need to what? get morello's? that's awesome. or just sit around and be like "there ain't shit we can do. let's just sit here and wait for the game to end"
I say put its passive on
and let us buy that in SR.
What you did is not a logical conclusion to what you said was happening. You said, "Executioner's Calling kind of fell flat here in that it pulled more in the direction of 'I [i]have[/i] to do this.' rather than 'I [i]want[/i] to do this.'" You pretty much just said that there are situations where players find that the only thing that they can do to have a chance at winning is to counter build with Executioner's Calling. Yet what you did about it was get rid of that last hope. LOL! Rather than expand upon the options that provide grievous wounds and add more build possibilities and counter builds, you got rid of it! Its really hilarious. Why didn't you do the same thing as when you got rid of Runic Bulwark? You got rid of it and then gave two other items the Unique Aura: Legion. Why wasn't it completely tossed? Because in many situations that aura is necessary for that little bit of MR. That is what should have happened here. However, I still think EC should have been kept exactly the same: if it was any better than it already was, then it would have become a core item in so many more AD champions' builds. I think the best option here would be to bring back EC just as it was, then add another either AS or AD based Grievous Wounds based item, and add a defensive item that reduces the amount of health that lifesteal takes from you. In my opinion, Executioners Calling or at least an AD based grievous wounds item is a necessity to a balanced game that is not entirely decided based on champion selection.
WTF DUDE, 0 correct information u work at riot and u awnserd out of the queston i mean wtf is this?? he said once EC no more availible wich item that have same effect and u told him (Last Whisper, Void Staff, defensive items et all) are you kidding us????????????
I just dont understand this logic. I really dont.
Ya. It helped ME rek a WW, or a yi with a melee bruiser champ. It is a situation item that doesn't get the respect it deserves and play it should. It IS a useful item, and have used it with success on more than one occasion. Is it an "every game" item? No. But to say that i fell flat is insane. It is not a reactive "defensive" item. In fact I have used it on a Jayce or a Panth going against a Lee, or a WW and WRECKed them. Not only does it force those players to now react to MY build, but it also serves a team build purpose that Morrellos does not. It is a FLAT Healing debuff on-hit. That is SO much better than a spell. It is SO good when playing against WW, Soraka, Janna, Yi, and other healers.
Again... I don't see the logic. Just because your Pro teams have a set meta they play with over and over. The skill factor for the average silver-gold player can benefit from using a situation item that can bridge the gaps some players have with understanding game mechanics.
What in the holy hell are you going on about? I really don't see how you can call an Item useful, suggest a rework... and then TAKE IT OUT COMPLETELY. I seriously cannot fathom what is happening over there.
Are you guys paying by the item now? Do your server costs go up when you have X amount of items? This is the overall problem I have with you guys. Why in the hell do you not have more items? You want cookie cutter play? "I have to build this way everytime to be a good player?" This is crazy?!
I really think you guys dropped the ball on this. You basically pulled another Malady moment. "people use it, it is worthwhile, its not for everyone every game, so we are going to remove it and add something similar way later."
GG.
Edit - Riot your forums still turn all my bullet points to number 1's
Nothing was gained by removing the item from the game. The game is not better for this item being gone. I now just look at WW and sigh. Especially in dominion. How would Morello help when WW builds a spirit visage? If builds should never be reactionary, may as well remove items and the shop from the game. Just gain power from gold.
I rarely build thornmail, unless there is a melee carry I'm having trouble with. That's reactionary. Should it be removed? I'll build BotRK to answer health stackers. Remove that too?
I can't imagine a LoL where an item giving grievous wounds doesn't exist. Unless healing is simply removed (RIP Soraka). Or are we just supposed to take champions that have it built in? So rather than be forced into a certain build, we are now forced into an entire champion. Logic.
As previously stated time and time again, the design team welcomes options and variety. Removing an underappreciated item, does nothing to improve the game, and only further focuses builds. Limited options with such a huge variety of champs feels like such a disconnect.
I completely agree with what you've said. If you begin to fall behind in your lane, many times you don't have the option of continuing your ideal build. You must counter build in order to regain a handle on the situation. And that has always been a huge part of the game and why i loved the game in the first place. But I don't want to play when I know that as soon as it is revealed that the enemy team has a decent swain, mundo, yi, or aatrox the game has been decided. They need to add one or two more items that have grievous wounds, right? Then at least the choosing of any particular one of them wouldn't be "forced."
Good question. This leaves the Morellonomicon as the only item offering it, doesn't it?
I agree if you want strategic diversity you should probably stop removing build options without replacing them. you removed executioners calling.... why ? why isn't executioners calling and morelonomicon debuff not an enchantment. why remove atmas when its literally the only ad/armor item in the game, people didn't use it because in 9/10 situations its gold efficiency was bad .... not the general idea of having an ad/armor item.
Why in the world would you remove EVEN MORE magic resist i think having faster earlier game options that matter is great, but ultimately you are exacerbating an already annoying and game breaking weakness ap carrys are too strong since there is no relevant magic resist items to buy all your brawlers are buying SV even maokai whos an ap tank. you are reducing strategic diversity by making ap carrys still the go to, and tanks unable to deal with them in any way.
I've literally spent hundreds of dollars on this game and I'm so upset right now at the direction of the game the new "tank" jungle item only gives small flat health ? but the damage dealer ones give smite a damage to players effect and super relevant late game stats like ad or ap ? are you freaking kidding me ? counter jungling was running rampant this last season and you wanted to give options to fight back instead of oh enemy picked lee sin and your rammus gg you lose all your jungle mobs and to address this you give EVEN more of a stat disadvantage to those junglers ? whoever your balance people are .... they need help.... or new jobs. 
Did it ever occur to you that being able to smite a player would allow you to go into the enemy jungle and smite their jungler and kill him at a buff ? since this solves both roles .... guess whats going to happen ? i'll give you a hint one of them doesn't get used ever.
Executioners calling was godly for fighting things like mundo or vlad. Now gangplank is completely outmatched by anything with regen. Only a fool would build a last whisper instead of an exe call to fight mundo. Mundo is now an unstoppable top laner because no one can stop his ult.
i dont know. what have melee users being using when the calling was still here?
they definitely were not using the calling
i dont know. what have melee users being using when the calling was still here?
they definitely were not using the calling
Not having access to grievous wounds as an ad champ can actually have issues though... Especially against champs like swain... mundo...
Riot has stated that the usage statisatics show that adc don't actually use Calling agaisnt Mundo or Swain, they just get more damage.
If that makes sense is questionable, but it is what they did.
i dont know. what have melee users being using when the calling was still here?
they definitely were not using the calling
It was a situational item that I purchased when facing champs like Mundo or Volibear
It is super unfortunate that a lot of gameplay is removed almost every single patch where they touch items.
With Hog, and Fon removed, tanks started to become a thing of the past. Not to mention all of the warmogs nerfs, and on spirit visage.
All that is happening is we are removing counter play especially for tanks, and turning team fights into nuke or get nuked.
Then there are a lot of item mechanics no longer being used such as dodge, and mana burn (old wits end).
This is what happens when you let people tweak the game for the purpose of sales. They are making heal champs ungoldy right now so people will buy them and play them.
Executioners calling is THE ONLY direct threat to Mundo, Vlad, WW, and various other heavy healing champs.
Without it... grab your ankles boys... Riot intends to shove every inch of 12 year olds buying heal heavy S3 non-regular champs so far up our Summoner showcase.
Sorry Riot, I don't buy it. Your World of Warcrafting the flavor of the month.
I play a ton of ARAMs and this item is crucial against sustain champs. For purely AD champs, which there is an abundance of, Morellonomicon makes no sense! Come on, RITO! Why did you remove a great item?! Doesn't fit peoples' builds... worst excuse NA!
yeah but even when we had the item. no one would pick it up. so why complain about it?
all people did was use ignite or basically do nothing about it. no one bought that item except for maybe noobs below lvl 30 or metabreakers in normal games. it wasnt worth an item slot.
yeah but even when we had the item. no one would pick it up. so why complain about it?
all people did was use ignite or basically do nothing about it. no one bought that item except for maybe noobs below lvl 30 or metabreakers in normal games. it wasnt worth an item slot.
I built the item on occasion... it can actually be more effective than buying more damage in the case of mundo... I also liked the crit that it gave.
ignite like they always do because no one built EC.
What can melee users use to cut down the healing of enemy champs, aka grievous wounds?
That really isn't the point though, there really does need to be an item with grievous wounds for ad champs.
There is a need for a Grevious Wound item, but there is a more general problem with health and health regen related itemization overall. BoTRK discouraging builidng health and health regen( look what is happening to Warmog and how it has changed from S3 decreasing the amount of health and health regen during a fight) lead, as one of the many many effects it has on the game, to reducing even further the window for Exec calling because it trumps it on health shredding And crit chance, that speace is eat up by IE + PD/Statik combo that is more than enough for most of the champs, especially after you were losing on your road other sources of crit(see Atma, that with the fact that people didn't build anymore health and health regen was little used and so you basically lost another crit item from a theoretical 100% crit build - even before Atma removal from SR)
Well, what about this, I just thought this idea:
Recipe Change: Pickaxe + Avarice Blade + 425 = 2100 AD now 30 Grievous Wound raised between 3 or 5 from 1.5 seconds NEW PASSIVE: Deal 2% more damage, increased by 1% every 10% target missing health (capped against minions and monsters) and killing blow heal your health/missing health (idea stuck here)
Well, actually I want the new passive like "Executioner" Mastery and "Dangerous Game" or "Feast" Mastery (without Mana) that stacks multiplicatively against each other...
Guess when u need ignite debuff you are forced to build Morello's Tomb just like if u want the Immunity, you have to build Zhoynas Hourglass....
Really dumb how now AP gets more builds than AD.....
First AD had lifesteal, then AP got spell vamp, then AD had Exectioner's Calling so AP got Morello's Tomb (with superior stats btw)....
Also the continual nerf to lifesteal, why not just give range champions half the benefit of lifesteal than melee, no more need to nerf it....
You can win a game with no AP champs. You can't win a game with no AD champs. (Talking about realistic games against decent players here)
Please tell me more how AP has the better end of the deal.
You can win a game with no AP champs. You can't win a game with no AD champs. (Talking about realistic games against decent players here)
Please tell me more how AP has the better end of the deal.
Yes you can, AOE comps win games too. There is much more options to counter physical damage over magic damage.
r.i.p
Bring it back rito wtf.
While this is an old thread I feel the need to comment on this. Executioner's calling, I agree is or was critical to fighting champs such as
,
,
,
etc. However this is not and never will be the only alternative to fighting them. ignite is one option whether you like it or not. The other option is this... its called hard CC.... more matches are won based on crowd control than any other factor I can think of besides vision / wards. Example I play
as my first pick for mid lane. Always....why? If I face a Zed? a Yasuo? oh? you got a jungler? I laugh at you... Ult you and you stand there while I eat your face for 2.5 seconds. You can't heal, you can't act you can't do ANYTHING but take it in the mouth. That being said... I agree this item needs to be revised and put back but there are alternatives to it if you use your head. I will take hard CC any day of the week and twice on Sundays over Executioner's Calling
EDIT I just thought of something fancy fresh..... Grievous wound in the talent tree? then we don't need an item for it anymore!
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Background info: I main top lane and have been diamond for the last 2 seasons. I mainly use melee toplaners such as Pantheon.
Back when executioner's calling was still in the game, I was often criticized by my team for purchasing such an item - yet, the negative comments ended quickly due to how effective the item was. Obviously, Executioner's Calling wasn't a staple Panth item (like was the Brutalizer/Black Cleaver back then), but I used it in a certain amount of matchups. Most notably, the item was key to my build when countering high sustain champions: WW, Vlad, and the AS/Lifesteal Tryn and Jax that were present in the meta back then.
Today (October 2015), I find it rather difficult to beat (or even "tie") certain champions in the toplane. While some of the high sustain champions (such as Fiora or Mundo) can still be regular skill-based matchups thanks to ignite (by using it before their ults), some other champions have slightly less counterplay (such as Darius' Q). And some champs are simply just out-classing others, as is the case with Vlad.
When playing as an AD melee champion, Vlad can ONLY be killed if your ignite is up. Often, you will want to use your ignite before he uses his pool. Still, there is not much you can do, unless you have a tremendous lead (which rarely happens in high elo games). As a result, only AP champions can have some sort of counterplay (with Morellonomicon).
Now, what surprises me the most is that not long before removing Executioner's Calling, Cho'Gath had received a nerf to his passive with an explanation along the lines of "he has too much sustain, not enough counter-play". Today, Cho'Gath has not been touched since then, and I'd have to argue that there is a multitude of top-lane champions with much higher sustain and even less counterplay, especially without Executioner's Calling.