Really dissapointed With some balance changes 6.7

Poske·4/5/2016, 7:39:58 PM·2 votes·307 views

http://www.surrenderat20.net/2016/04/patch-67-notes.html#more Aurelion Changes: Q stun duration down. R slow adjusted. Aurelion’s just begun to take flight above the Rift, yet already we’re seeing him become a destructive force once you’re able to harness his starpower. Sol’s mastery curve is steeper than Mount Targon itself, which is understandable given his unique positioning requirements for a mage. Once you’ve appropriately adjusted though, Aurelion starts pumping out damage bigger than his ego (that is to say, things get pretty crazy). We’re pleased that Aurelion’s worth investing the time it takes to learn - we’re just adjusting the immense reward you get for doing so. Q - Starsurge STUN DURATION1/1.25/1.5/1.75/2 seconds ⇒ 1.1/1.2/1.3/1.4/1.5 seconds R - Voice of Light SLOW60/70/80% ⇒ 40/50/60% DURATION4 seconds ⇒ 2 seconds REMOVEDSTAY A WHILENo longer decays over the duration

That change is so off because.. Aurelion Sol is rewarding But guess whats more REWARDING..... ITS LEARNING HOW TO PLAY AGAINST HIM.. seriously He is absolute ultra mega trash tier in high elo because he is full of exploitable weaknesses

Once you meet a non potato player who knows how to play against aurelion sol (its not rocket science btw) his immense reward is non existent because an enemy gets rewarded way more for not playing like a tomato against him

And I dont think that you are nerfing him because of low elo because as you said he does have a steep mastery curve and its not easy to farm with him (If its easy to cs with a champion its likely that champion is good in low elo)

Irelia Q cost down, attack damage ratio up. Irelia’s been struggling overall this season, but most notably she’s underperforming in matchups she should feel good about: ranged champions who struggle against her dive. The high sustain available to those champions has made it harder for her to contest enemy farming in lane, while their general tankiness has left her all-in feeling a bit too weak to finish them off. Irelia has the tools to farm at a distance before diving onto those champions, she just needs a bit more consistency as to how often and how efficiently she can do so. Q - Bladesurge COST60/65/70/75/80 mana ⇒ 50/55/60/65/70 mana RATIO1.0 total attack damage ⇒ 1.2 total attack damage

**DO YOU HAVE ANY IDEA WHAT YOU HAVE JUST DONE? ** Irelia is only struggling if you are still buidling trinity on her. But with a proper attackspeed runes regablade and full tank she is a godamn polarizing and toxic champion

I guess we are getting back to better nerf irelia because thats how all this ll end. Oh and btw better ban her in 6.7

Kindred Champion complexity is valuable, but sometimes you can have too much of a good thing. Experienced Kindred players are too able to optimize the value they get around placing and navigating their two zones (Wolf’s Frenzy and Lamb’s Respite). Cutting back on Wolf’s Frenzy’s sustain softens Kindred’s early game dominance in experienced hands, while centering Lamb’s Respite limits their capacity to save mispositioned allies (while benefitting newer Kindreds thanks to solving some of the targeting-wonkiness). W - Wolf's Frenzy PASSIVE HEAL43-94 (at levels 1-18) ⇒ 34-102 (at levels 1-18) R - Lamb's Respite CAST PARADIGMNow self-casts directly on top of Kindred (can no longer be placed on allies)

Now there are multiple stuff I dont like about this change

  1. She can only ulti herself. Didnt Riot used to say that selfish champions are not healthy for a game. Kindred ulti is one of abilities which could easly BACKFIRE and now it will backfire even more because she has less control of where she uses an ultimate. If an entire enemy team jumps on kindred and she activates her ulti she ll indirectly put entire enemy team into free heal + endless rage (Hopefuly someone got this)

  2. Buff above is supposed to compensate for that gutting change ... its not enough

  3. I do agree that she needed a nerf but if you will give her a buff to compensate atleast try to highlight the fact that she is supposed to be a 2 champions in a one because I feel like I am only playing against the LAMB ATM

Rammus R cooldown up. Whenever a champion starts seeing play in a different role or building different items than predicted, we have to ask ourselves a few important questions. ‘Is this champion still making appropriate trade-offs?’ While Rammus trades sonic-speed ganks so he can brawl with the best in the top lane, the strength and repeatability of his all-ins make it near-impossible for enemies to come out ahead in any situation. We’re cracking down on the armordillo’s uptime to make fighting Rammus in lane more realistic. R - Tremors COOLDOWN60 seconds ⇒ 100/80/60 seconds

Multiple issues Rammus ultimate is a joke for ultimate yeah gut only good part about it Rammus hasnt been viable jungler (Except in Marksman ad champs only meta) since you decided to gut his Powerball movementspeed and all the mobility creep and more vision didnt help that. I used to use rammus ulti to clear faster in jungler guess I cant do that anymore...

I dont hate this change but its not the best solution

And just So you know... if you want to see him in the jungle just buff his q speed a bit else he ll always be a subpar jungler

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