Volibear Post - Don't Remove A Great Tenacity Item, Limit My Itemization or Force A Shift To Jungle
Juggernaut Enchant is awesome. I can say from personal experience most of what I've heard from talking to others that a 500 HP + 10% CDR Item that gave Tenacity was very well received. I thought people were happy to see SotAG go.
Now Cinderhulk pretty much leaves Sunfire Cape with no viability. Sunfire Cape is cheaper than Randuin's and already has Immolate but why would I waste stacking Unique Passives? And now as a jungler Randuin's Omen is the only decent HP+Armor item in the game. CDR can prove pretty difficult to build as Voliebear and yes 500 HP is a great foundation when you add in TENACITY. Now I'm going to pretty much need to get Mercury's Treads for Tenacity as Zephyr is a totally questionable choice(most definitely early on, when you would want to get Tenacity out of they way). That means I can't build tenacity but still enjoy Ninja Tabi or most definitely Boots of Swiftness. Melee and tanks need to close gaps. I used to be able to build Tenacity and Slow Resist while getting +15 more Move Speed.
This also hurts the purpose Elixir of Iron was supposed to provide me. These changes just effectively knocked the potential that item had by offering new heights in Tenacity AND Slow Resist.
People are saying that it would clear up room for pure Armor or pure HP items to add into builds but I can't see how that's a plus. I don't even see how that's good at all.
So what do we have:
- +25% Bonus HP
- An Immolate that does 20 more damage per second but has to build up over 6 seconds??? How is this not moderately better pretty much only for jungler clears if not just a trade off? Beyond the jungle, Sunfire dealt so little damage to champs but it could rack up. I don't see how this going to help out champs who don't build that much damage but could still rely on it at least being a consistent small boost to dps even after damage mitigation.
What did we lose:
- Tank Junlgler's lost an item choice. So less variety, unless you like wasting gold on duo unique passives. The only other decent HP + Armor item besides Randuin's Omen lost it's viability. RIP Cape in the Jungle. For tanks anyways, the other junglers who want to build Warrior etc. feel free to have that option.
- Lost an easier item to build.
- Lost 200 HP. How is Riot defining a foundation because 500 hp from the START sounds better to me then an item that won't provide a comparable bonus until substantially later in the game. As in after my second HP item, which pretty much has to come after the MOST EXPENSIVE BOOTS IN GAME.
- Lost comfortably choosing boots. Could choose more speed and slow resist, could chose more armor and 10% reduction to autos, and here's the kicker to me, you could still build Mercury Treads if you needed the MR and not even think twice. BECAUSE THEY WERE JUST BOOTS. The choices were great and easy. Way better than just not really being able to justify getting Sunfire Cape.
Also, I think this item may limit my choices even more. What if I want Warmog's for the regen? Sure I'll get even more regen, but I also need Spirit Visage and possibly Banshee's Veil. Where does that leave in building an offensive item like Trinity Force? It gives even more HP but that seems like I'm going to need a Frozen Heart and/or Thornmail to just see a whole lot of bonus HP get shredded away.
I feel like this has got to do a lot more with how much they want to limit tenacity items. Juggernaut + Boots of Swiftness early on and add an Elixir of Iron later on that helped deal with CC so much. Especially on a champion like Volibear that can be ruined by that.
Really I feel like they are just experimenting with what works but putting it on the live client anyways. They've switched between this now twice and I hate it. As if bruiser and tank itemization didn't suck enough already compared to building really any other role.
ONE last thing, wtf is this change to his Frenzy? Don't force him into the jungle by pushing this crap. I honestly feel like that's yet another move towards less variety. If you're going to give him that with monsters give him that with minions. Lots and lots of champions have abilities that refund some of the cost to help farm. In lane giving up your bite can leave you vulnerable since your enemy laner know you don't have the execute but the cooldown will still be significant and has the lowest mana cost. You have to really be weary of using your abilities too much in lane which is good. That's forcing the right sort of decision.Seriously don't force another melee into the jungle.
None of this seems like a step forward. It just seems like they want to try something out again. And in all it seems pretty terrible. I don't this is the way to help tanks or bruisers. It seems more like it's still avoiding some of the more major problems about itemization. Namely Last Whisper or Void Staff. Opening up room for another armor item at best(while losing 10% CDR!) is not going to stop you from getting torn to shreds in mere seconds by a 4-5 item ADC as long as they can penetrate 35% . Riot please don't do this Cinderhulk thing it's wonky and limiting int he worse way to the class that has it the hardest out of any other role right now.
is awesome."
on the rift, or a variant.
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(it's not bad on him but not needed) it seems odd to give a mostly tenacity unreliant class tenacity on their core item.