[{quoted}](name=Darkin Hybrid,realm=EUW,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=0001,timestamp=2018-09-21T23:01:43.529+0000)
That moment when you say you are fine but you are not really fine but you have to say screw balance team that you are fine because if you say that you aren't fine then people wouldn't understand you.
Just small global buffs to hp and armor / mr. Is that too much to ask? It will make up for the lack of armor / mr yellows and blues that no longer exist. Gho$tcrawler is too obsessed with making everyone do too much damage. It's why he got kicked out of Blizzard but now he's here doing the same shit. Not everything needs to be as fast-paced as some garbage activision game. If we wanted that we would just go play Call of Duty.
Just small global buffs to hp and armor / mr. Is that too much to ask? It will make up for the lack of armor / mr yellows and blues that no longer exist. Gho$tcrawler is too obsessed with making everyone do too much damage. It's why he got kicked out of Blizzard but now he's here doing the same shit. Not everything needs to be as fast-paced as some garbage activision game. If we wanted that we would just go play Call of Duty.
Exactly. It's all we are asking for. Riot is too afraid Worlds would turn into a snooze fest though. Which it will anyway, because the team that loses the last team fight (be it to one dumb throw) will always lose in the end due to the ridiculously high catch potential and paper towers. Everyone instantly dies if they are being outnumbered, so ganks completely lost their thrill as well.
Small tactical advantages that were accomplished during the course of the game do not matter anymore - it's whoever wins the four second team deathmatches.
janna is at 50% win ratio for the first time in history, must be horribly under-powered.
[{quoted}](name=SociaI Justice,realm=EUNE,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=0004,timestamp=2018-09-22T00:05:59.912+0000)
janna is at 50% win ratio for the first time in history, must be horribly under-powered.
Actually, if an easy champ whose main function can be performed without much difficulty, 50% is a low number.
It's why enchanters not named Nami and Soraka should generally have 51-52% winrates. Nami because she's (relatively) difficult and Soraka because if it's too easy to just heal people she becomes horrifically oppressive.
you have a decent point, it doesn't apply to janna though, ou know how those easy champions tank to about 40% win ratio in dia? kinda like volibear? yeah well janna is still good at every elo with high play rate.
[{quoted}](name=SociaI Justice,realm=EUNE,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=000400010000,timestamp=2018-09-22T01:04:13.516+0000)
you have a decent point, it doesn't apply to janna though, ou know how those easy champions tank to about 40% win ratio in dia? kinda like volibear? yeah well janna is still good at every elo with high play rate.
There's a difference between "main function being performed easily" and "being extremely one dimensional".
For example, Lux is extremely one dimensional and has huge openings or weaknesses in her play style. It makes her winrate drop like a rock when played vs. competent players.
Main function being easily performed is like, "okay what is an enchanter supposed to do?" Peel, defend, set up. Janna peel almost can't be misused. Janna E literally can't be misused unless you're a baboon and shield someone else. W is also easy to use.
Same with a champion like Malzahar. You clear waves until you can press R. His winrate should be at around 51% too.
Compared to Garen or Volibear, Malzahar's gameplay is a lot more open ended so you won't see the same drop in high elo.
is this also why janna reaches 56% win ratio in the hands of experienced players while something like riven reaches 54%? https://media.tenor.com/images/50ab646b80e1246c157ef0bfc9ba7a71/tenor.gif
...yeah? You CAN nerf damage overall while still giving a character more damage in their specific kit, and Riot has mentioned they're looking into overall damage, especially on items/runes.
[{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=0000,timestamp=2018-09-21T23:01:17.206+0000)
...yeah? You CAN nerf damage overall while still giving a character more damage in their specific kit, and Riot has mentioned they're looking into overall damage, especially on items/runes.
But in what fucking way does Janna need more damage?
But in what fucking way does Janna need more damage?
Not convinced she does, personally, but I do stand by it being a distinct decision that isn't necessarily indicative of Riot's lack of commitment to lowering damage in general.
[{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=000000000000,timestamp=2018-09-22T00:58:07.048+0000)
Not convinced she does, personally, but I do stand by it being a distinct decision that isn't necessarily indicative of Riot's lack of commitment to lowering damage in general.
another part of frustration of players stem from unnecesary changes especialy buff to champ that dont need it when others are left in trash or toxic state and jana was top for looong time this buff is just another speck of salt in wound. For example this buff warrant or not is percieved by players as unnecessary while they can devoit time an attention to other things like client, trash chaps, etc... sorry for english :D
Honestly, I think that this is the problem. If one champion struggles you can either: -Increase the damage of the champion, therefore also increasing the general game damage. Every champion is a part of the game, so every champion has an impact on the overall damage. -Increase the utility, granting them stuff like longer CC, stronger slows and speed ups, base ms, mana regen. This makes the champion stronger, while not increasing overall damage. -Increase the defense, granting them base or scaling armor, mr or hp. Results in lowering of overall dmg for a bit. -Nerf their counters. This doesn't solve the innate problem the champ has, but if a champion is really struggling in a meta, nerfing the dominant picks can make them viable. There are propably more options, but those are the 4 I can think of on the spot. 3 of them are a way to buff the champ without increasing dmg. The problem is, increasing damage on one champion doesn't impact the game that much, but constant buffing of damage starts being noticable. And every damage buff adds up to the overall game damage. Now it has reached the point of easy oneshots and very short teamfights. This doesn't mean Riot should cut every source of damage in half, they should just nerf the damage of the most dominant picks(obviously damage is not always the problem with a champion, I'm speaking in general). One or two patches later, if the nerfs hit too hard, buff the champion's defense, utility or just nerf his counters next. This should slowly reduce the damage overall. I won't talk about runes as the comment got really long, but I think they are a problem too, as they are right now.
Jannas dmg scales off her MS. They could revert the ''nerf'' they gave her which was -5ms, she would get utility & dmg then.
That would increase her damage by about 0.2 per hit. It scales off bonus ms, not total ms.
That being said, that IS the kind of buff Janna needs.
Because if Riot buffs her shields, mobility, or CC instead, then she becomes better at shutting down aggression and makes the game boring. There's a limit to how far Riot wants to push a champions' strengths, Meddler said as much in his Quick Gameplay Thoughts the other day.
This is the answer I'm looking for. Janna has been a good support pick forever because she is so good at being a wall. To tone down her defensiveness riot is increasing her ability to go on the aggressive.
The only thing this thread shows is how little some boards members think.
except, to do that, they will have to reduce her crowd control abilities at the same time, otherwise she can end up an oppressive pick, either in lane or late game by dictating her opponents' moves
that's why she has such low damage in the first place. They chose to focus on her crowd control and support functions
when she had high damage, she was fairly oppressive as a support because she could push at will and setup burst damage easily
Downvoted because fuck you, apparently.
Because is totally non-sense. There's better ways to enhance or buff a champion without giving damage, SPECIALLY a utility champion.
Heck, just decrease her shield's mana cost since it had its duration decreased some patches ago, or give her some base health.
i just want aery and spelltheif to not proc on fucking auto's so you get rewarded for staying out of spell ranges, i was ok if they didnt nerf aery damage and only made it work on spells
But Janna's issue when she is strong IS her utility.
When Janna is strong it DOES NOT Matter how much damage she does, but her utility always overweighs it.
By buffing her Shield you just turn her MORE into the shield bot she is.
But buffing her damage they at least incentivize using a different part of her kit.
Congratz, you are one of the smartest, yet tragically under appreciated people in this thread.
except, to do that, they will have to reduce her crowd control abilities at the same time, otherwise she can end up an oppressive pick, either in lane or late game by dictating her opponents' moves
that's why she has such low damage in the first place. They chose to focus on her crowd control and support functions
when she had high damage, she was fairly oppressive as a support because she could push at will and setup burst damage easily
Keep drawing attention to points of view like this. Maybe people will understand if they see it enough.
except, to do that, they will have to reduce her crowd control abilities at the same time, otherwise she can end up an oppressive pick, either in lane or late game by dictating her opponents' moves
that's why she has such low damage in the first place. They chose to focus on her crowd control and support functions
when she had high damage, she was fairly oppressive as a support because she could push at will and setup burst damage easily
Ok. They did nerf her utility recently. If she needs more work they'll take care of it.
>champion is weak
>riot buffs damage, never anything else
>wonders why there is damage creep
>champion is weak
>riot buffs damage, never anything else
>wonders why there is damage creep
A bit of an exaggeration. In the last two patches they've buffed Annie, Bard, Kayne, Master Yi, Rengar, Trundle, and Viktor without damage increases.
Totally get that it can feel that way though, often because damage buffs are more noticeable when you play against them.
They buffed them in utility, we aren't asking for this. WE WANT NERFS IN DAMAGE (LETHALITY, TRUE DAMAGE) AND SOME BUFFS IN RESISTENCES (ARMOR, MAGIC RESIST). Holy fucking shit, how many fucking times we must fucking repeat this. They are a bunch of fucking retardet morons. IS THIS TO HARD TO UNDERSTAND? Yes i'm tired of this bs balance sistem.
[{quoted}](name=Destello Azul,realm=EUW,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=0000000500000000,timestamp=2018-09-22T07:46:05.553+0000)
They buffed them in utility, we aren't asking for this. WE WANT NERFS IN DAMAGE (LETHALITY, TRUE DAMAGE) AND SOME BUFFS IN RESISTENCES (ARMOR, MAGIC RESIST). Holy fucking shit, how many fucking times we must fucking repeat this. They are a bunch of fucking retardet morons. IS THIS TO HARD TO UNDERSTAND? Yes i'm tired of this bs balance sistem.
I mean, I get that you don't like the changes, but I think that's a poor reason to attack the people responsible rather than disagreeing with the changes.
That said, I personally believe the following:
In this instance, Janna is a character whose damage output isn't worrying, nor does this buff make me worry about it. I think it is, instead, an interesting boost to her harassing power, and Janna's problem has always been that she makes lanes fairly passive, so I think it's a good chance for her gameplay. I'd still be happy to see damage in general drop, but I feel the places where it is most out of line are not on the auto-attacks of primarily-defensive supports.
They literally just buffed 4 different champions in damage... what the fuck do you mean lmao..
Not to mention the buffs to utility literally means they can do damage faster. Was this comment real or
[{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=0000,timestamp=2018-09-21T23:01:17.206+0000)
...yeah? You CAN nerf damage overall while still giving a character more damage in their specific kit, and Riot has mentioned they're looking into overall damage, especially on items/runes.
Proof that having any special position at riot or on the forums doesn't mean you know balance.
[{quoted}](name=Slim Gragas,realm=NA,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=00000008,timestamp=2018-09-22T21:59:48.977+0000)
Proof that having any special position at riot or on the forums doesn't mean you know balance.
Eh. I stand by it. If you have five characters that have a potential individual damage output of 10, 10, 10, 10, and 2, and you reduce the damage of the 10 champions to 8 while INCREASING the damage of the 2 champion to 6, team damage potential still drops from 42 to 38, despite one character getting buffed.
I'm not saying Riot is DELIVERING on a damage nerf across the board at this time: just that buffing a character here and there isn't good evodence they don't think damage IN GENERAL is too high.
[{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=000000080000,timestamp=2018-09-23T14:06:44.834+0000)
Eh. I stand by it. If you have five characters that have a potential individual damage output of 10, 10, 10, 10, and 2, and you reduce the damage of the 10 champions to 8 while INCREASING the damage of the 2 champion to 6, team damage potential still drops from 42 to 38, despite one character getting buffed.
I'm not saying Riot is DELIVERING on a damage nerf across the board at this time: just that buffing a character here and there isn't good evodence they don't think damage IN GENERAL is too high.
Why is Riot pulling a 12, 12, 12, 10, 6 though?
[{quoted}](name=Ray 701,realm=EUW,application-id=3ErqAdtq,discussion-id=b93IAyV7,comment-id=0000000800000000,timestamp=2018-09-23T15:15:44.184+0000)
Why is Riot pulling a 12, 12, 12, 10, 6 though?
That's a seperate question I can't really answer, save that my guess is that they're waiting until Preseason to do such a major shakeup, which makes some sense.
As a Soraka player, then I demand more damage as well!
Gotta make dat crit build more viable boi
https://upload.wikimedia.org/wikipedia/commons/8/8a/Banana-Single.jpg

my soraka ad top smurf account seconds this
They made botlane a poke/burst fiesta long ago, making it just worse and worse patch after patch (less and less sustain, less shields, less heals, gutting tankiness, adding new "supports" to burst you or buffing the old ones's damage...). And so their whole game.
No big surprise that all they keep doing is buffing damage. They didn't understand anything in March-April-May, no wonder they still haven't understaood a thing.
Also riot: Lets buff darius, kha zix and pyke
Do u want them to give her more shielding and peeling powers?
Yes, Janna should be strong for her shield and peel, not for her poke.
That will just make her the best support for 5 years again.
Im not sure if i disagree with janna getting more damage I do disagree however with champions like lucian, pyke and darius getting buffs for their damage. Those champions dont need more damage.
Janna went to a 50% win rate, Boards predicted buffs for janna, riot has buffs for janna, boards was right again