Patch 7.8 suggestion: "graves can no longer push back large monsters with his AA"
GASP! now he actually takes dmg from jg creeps! so easy right?
GASP! now he actually takes dmg from jg creeps! so easy right?
I can tell without checking you've never played Graves before.
Oh hey, I was right.
Meteos did recently speak of removing the knockback of jungle creeps in his patch rundown of 7.7, so there is support for this idea from pro players, who should know what they are talking about.
First of all, 1 pro player. Second of all, sure, pro players should, but this guy isn't a pro player, has never played Graves, and didn't argue that "pro players think this is a good idea".
First of all, 1 pro player. Second of all, sure, pro players should, but this guy isn't a pro player, has never played Graves, and didn't argue that "pro players think this is a good idea".
Salty Graves main detected.
I'm an Eve main who has played Graves. I just don't like when people think they know what's best for a champion they've never even bothered to try. Your salty main detectors need readjusting.
Understanding the mechanics of a champ does not strictly require them to be played. You can look at a kit, see how abilities interact and what they're supposed to do. Also, with Graves jungle as popular as he is, I'm sure you could pay a little attention in a few games and get an idea on how his early clear is and how much his knockback affects taking hits in the jungle.
I mean, the logic here is pretty simple: Graves has pretty good clears and manages to be pretty healthy in the jungle. What allows him to do that? Armor from true grit and knockback on his autos + kiting with his dash. What could be removed to make his jungle a little more dangerous but not destroy his playstyle? His armor/dash is pretty essential to his core "get in your face and feed you buckshot" playstyle, but the knockback only affects monsters and minions. If it didn't knock back the big monsters (still affects little ones) then graves ends up taking a bit more damage, making his jungle a bit more dangerous, making him less oppressive.
I mean, the logic here is pretty simple: Graves has pretty good clears and manages to be pretty healthy in the jungle. What allows him to do that? Armor from true grit and knockback on his autos + kiting with his dash. What could be removed to make his jungle a little more dangerous but not destroy his playstyle? His armor/dash is pretty essential to his core "get in your face and feed you buckshot" playstyle, but the knockback only affects monsters and minions. If it didn't knock back the big monsters (still affects little ones) then graves ends up taking a bit more damage, making his jungle a bit more dangerous, making him less oppressive.
The logic there is indeed simple, but that's the problem. Reality isn't. See, when you see a Graves full clear, the thing that stays in your head most is the fact that he can take both buffs without taking really any damage, but A) that's not actually all too special, the buffs have 200 fucking movement speed and are stupidly easy to kite, and B) he can't do this with any other camp. In order: Gromp is ranged, Wolves are too fast, Raptors are too numerous and the big one is ranged, and Krugs are weird. The big one can be kited without knockback, and the little ones are difficult to kite even with it.
Basically, the only camps this would really make him take more damage on are the buffs, one of which he generally gets a leash for, and maybe the wolves a bit. In total, it might actually make him use his potion or start 3 pots instead of refillable, but he'll still quite easily be able to full health full clear.
I don't really see what the problem is then.
The problem is that considering Riot's record on these things, I'd rather they don't do nerfs that accomplish little to nothing, because eventually they'll figure out the actual problem and then nerf that without reverting the other nerfs, gutting the champion. Also I just think there are far better ways to nerf him.
So besides not playing Graves what's wrong with his idea?
Basically, there's no way it puts Graves into a good spot. I don't know whether it would gut him or barely be noticeable, but it would be one of the two. It also wouldn't solve his identity crisis where he's basically every possible role except Mage and Support at once.
Kindred and kaw don't get it. Why should graves?
He has a dash to kite with and plenty of splash damage.
The knock back is just a tacked on feature to ensure graves can jungle.
Kindred, kog, twitch, jhin and varus can all jungle (albeit not as well as graves) without that special feature.
Kindred isn't hindered by a reload system. Kindred regularly invades peoples jungle for her marks, so her being at constant full health becomes more unbearable. Graves sucks against Armor if he's building Tanky Damage. Kindred can spec into different builds, from DPS to more tankier shred builds depending on her situation, thanks to her innate %health. Kindred has a slow with a duration, Graves has only his smokescreen, and that's situational. Kindred could go bot lane if she wanted. Graves would get destroyed bot lane. Kindred has more on demand mobility with a lower CD during a set time. Graves needs to auto and be in close to quickly get his dash resets.
There's a lot more to compare/contrast Kindred and Graves than just auto knockback.
also who the hell is Kaw
Kindred is so weak right now they're only played with specific cookie cutter build, their E slow is almost negligible, and their %hp damage only barely compensates for their lack of ad scaling Kindred's Q is only low CD when you activate W AND stay in it.
"Cause until 7-8 stacks you're not a champion" - IWD when asked about why kindred suck.
Kindred and kaw don't get it. Why should graves?
He has a dash to kite with and plenty of splash damage.
The knock back is just a tacked on feature to ensure graves can jungle.
Kindred, kog, twitch, jhin and varus can all jungle (albeit not as well as graves) without that special feature.
lets not forget that he also gets 120 armor too. ridiculous that he has all that just for the jg but
struggles despite having huge spell vamp.
Fucking stupid idea when he has a 2 shot then reload mechanic. Pushback is there to offset his cooldown on autos
pretty sure thats what the range, MS, and dash are for.
heavens forbid he has to face tank like rammus or maokai.
Why yes, heavens forbid he does. He'd be executed by camp 3. Trust me, I've tried. Don't ask why.
you mean like 1/2 the other junglers?
[{quoted}](name=Level 18 Feeder,realm=NA,application-id=3ErqAdtq,discussion-id=bvmRXhHG,comment-id=0001,timestamp=2017-04-11T16:10:38.924+0000)
Fucking stupid idea when he has a 2 shot then reload mechanic. Pushback is there to offset his cooldown on autos
he was never meant to be a jgler to begin with, fuck off. the only reason he is a jgler now is because riot is "ok" with it just like they are "ok" with brand blowing up bot lane and "ok" with ziggs out ranging, out poking, and out dmging bot lane ADCs.
if he went adc he would absolutely out ranged and dps'd
hence why he was given free bullshit resistances. Fucker should have been re-tuned the MOMENT he became a jungler.
Unfortunately we are only 1/3 of the way done with what needs to be done, and that only JUST happened
He was SUPPOSED to become a jungler dude... Riot took him there on purpose.
Or rather they saw he went there and liked it better than adc.
Riot had the same reaction to Blitzcrank support.
And honestly? I'm completely okay with that. People were asking for more variety in what ADCs did, so Riot let at least one of them out of bot lane. I wish they'd let more of them out and free up space for other roles to also go into lane with a support.
+
could be a strong lane in theory, for example.
+ any CC support could do a lot of work, I imagine. In fact, I remember someone on the boards mentioning that they'd sometimes take Darius to bot lane and said it worked out for them if they had a support with CC.
+
sounds good. Pantheon can bully hard, go all-in and Thresh can help make up for Panth's lack of escapes with his lantern and get him out of situations Panth couldn't ordinarily escape from. Feels like League could have far more variety if they'd let supports not have to baby ADCs. I think this is the only MOBA I routinely see a single role babied for an extended period of time even at a high level of play. ADCs are usually weak early, but they're not so useless that they can't at least farm without a support if both supports aren't there in the first place.
I think this is the only MOBA I routinely see a single role babied for an extended period of time even at a high level of play.
I mean, I'm no expert on it, but what about DotA?
In DotA the supports are encouraged to roam a lot more, leaving the hard carry to his own devices. He's vulnerable to being ganked and killed, but frankly the odds are pretty good that a single support wasn't going to stop a rotation of the mid and a support helping the enemy laner from killing your carry (sound familiar?). The primary way that the team assists the carry is by giving them space to farm or setting up kills for them, not by babying them in lane. Even someone that seems like they'd be a dedicated lane support, like Omniknight or Warlock, typically roam around as well.
It's only in lower-skill games where people haven't quite gotten used to roaming that you'll see people continually babying the carry like you see in League. After you get anywhere above 'low-skill' you'll typically see supports constantly moving around the map, whether it's to set up kills, establish map control via vision, or even just jungle, they're always moving. In terms of lane compositions, League has probably the least developed and least variable of all of them.
Right after his rework he did just fine in the traditional botlane role, he was just so much stronger in the jg for the same reason he is now (the knockback)
actually, he was a nightmare when he was first released...his Q had enough power to destroy the entire minion wave...at level 3...
name any other character that doesn't have to use their entire kit to destroy the minion wave?
seriously, 1 Q, straight line the minions and they were all gone and graves has a fun 90 gold to play with
,
,
, almost 
[{quoted}](name=Level 18 Feeder,realm=NA,application-id=3ErqAdtq,discussion-id=bvmRXhHG,comment-id=0001,timestamp=2017-04-11T16:10:38.924+0000)
Fucking stupid idea when he has a 2 shot then reload mechanic. Pushback is there to offset his cooldown on autos
The 2 autos also come out much faster early on than most Attack speeds allow that early in the game, offsetting the reload mechanic. Graves has been too strong in the jungle for a while now. It's about time he actually started paying for it with his power budget
much faster
If my math is correct, his base attack speed is .694. Sure, it's the fastest attack speed, but that means those 2 autos take less than .15 seconds less time than the average attack speed, which really isn't enough to offset his reload.
If my math is correct, his base attack speed is .694. Sure, it's the fastest attack speed, but that means those 2 autos take less than .15 seconds less time than the average attack speed, which really isn't enough to offset his reload.
Because AS marks don't exist I guess
Because nobody takes them on him?
I thought he attacked at a flat rate but attack speed increased his reload rate?
No.
"New Destiny Graves' basic attack fires a cone of 4 bullets which stop on the first unit hit. The first bullet on a target deals 0.7 - 1 total AD (based on level) physical damage, with subsequent bullets dealing a third of that damage per bullet. Structures take 25% reduced damage from Graves' basic attacks.
Graves stores two Shells at any time and expends them when he basic attacks. After using them, Graves reloads, delaying his next basic attack significantly. Graves' reload time is slightly reduced by attack speed, but the time between attacks is greatly reduced by attack speed.
Upon critically striking, Graves fires 6 bullets over a 50% wider cone and deals 40% bonus physical damage (60% with Infinity Edge)."
Note the attack speed effect on his passive.
I know. It's still not enough to offset his passive even with AS marks.
Edit: I thought you had replied to a different comment. Whoops. What I should have said is "I know, but he doesn't attack at a flat rate."
You misread. The autos from Graves are pretty instantaneous, having little travel time, especially if he's within ~200 range. Most marksmen have travel time that allows for some type of reaction; Graves' autos, however, leave no room for misplay in the slightest.
Oh. I did. But Graves' autos have far more room for misplay, as they are the only autos that can be fully bodyblocked. Also, if that's the what you said, how does that offset the reload?
Wasn't replying to what you said; was simply saying that what you replied to was referencing a different part of the auto-attack. The reload isn't off-set, it's simply.. there. A hiccup for reliable damage.
Not a Graves player and I don't jungle, but as a thought: Would it work to do the knockback on only one of the shots? Maybe doing it on only the first or second shot, or having a 'stack' that means the next hit within 1 second causes knockback (then removing the stack so it can be repeated) or that it causes a 'stack' that stops the next knockback.
Essentially it would be a mechanic that would mean he would have the knockback still but would only be on every other shot.
Or a cooldown before a monster can be knocked back by his aa again.
I think the secret will be in how often he can knock back the large monsters.
My personal problem with Graves jg is that not only does he take practically no damage clearing camps, he does it faster than a tank and with more mana for ganks than an AP champ.
I just think fast clears with low damage taken is clearly busted... Wish Rito though so too.
you can still kite like every other ranged champ?
Every other ranged champ doesnt have the reload mechanic other than Jhin who never jungles but even he gets double the shots over Graves before reloading. Go jungle on Jhin and tell me how that goes
That suggestion makes you look like an idiot, and also anyone that upvoted it. What you low elo players don't understand is that graves is not like the other ranged junglers who can easily kite back with that change, he has an ammo system and his aa's don't go off that quickly. The jungle camps would be on him in an instant and he'd be absolutely ruined by every single jungle camp he tries to take on his own for the first 10 mins of the match.
[{quoted}](name=o Eon O,realm=NA,application-id=3ErqAdtq,discussion-id=bvmRXhHG,comment-id=0004,timestamp=2017-04-11T18:42:23.040+0000) he'd be absolutely ruined by every single jungle camp he tries to take on his own for the first 10 mins of the match.
Sounds good to me.
Responses like these are why Riot stopped caring about board balance suggestions a long time ago.
And why should he get special treatment when zac and rammus are the only tanks able to clear above half hp? Graves has a dash and partial reload spell. Given his team fight strength and 1v1 potential he has to give somewhere and currently his low range doesn't cut it
Again, because of his reload mechanic and the way he aa's he can't have this change because he would wind up having a 30 percent win rate in the jungle. If they want to revert the rework then by all means, that works.