Lifesteal from wards, Kalista, and a few other things I think should be removed from the League.

Doctor Dyment··3 votes·813 views

Okay, to start off, I need to say that the League of Legends is one of my favorite games out currently. I put my full trust in Riot to make the game the best it can be, even if I am not happy in the short-term. That being said, no great game is without it's own kinks. First off, I would like to address a certain ability that a group of what I like to call "jump champions" have, and that ability is to hop to any ward that is placed down. This gives said champions Jax, LeeSin near limitless access to escape routes. Now Jax, not so much. I can see that Jax has no other real escape besides his Q and his E, both of which have a relatively long cooldown. My issue is mainly with Lee Sin, who not only has this escape, but also a large gap closer, a slow, and a large knock-back ultimate. I would like ward hopping to be removed from everyone, for balance reasons. Speaking of wards, that is another issue I have found. Wards have life-bars, just like champions or jungle monsters. However, I think of this health bar as structural integrity, like what the turrets and other buildings have. I have seen on multiple occasions that champions can regain their health via lifesteal... from a ward. The term "lifesteal" to me, means to sap the strength of a living target and adding it to your own strength. A ward is not alive, therefore it has no LIFE to steal from it. I don't know if this is a bug, or what was supposed to happen, but I would like it to be removed. It doesn't have a large impact on gameplay, but seems a bit odd and out of place. My next issue with this game, is Kalista. Specifically, her passive jump. I know for a fact that I am not the first one to complain about this, and I will not be the last. But I still want to say it, despite the fact that many others have already said it. With high attack speed, Kalista can escape nearly any situation, save for the hardest of CC or the largest burst, and also is able to continue attacking while keeping things like tanks at a distance. And with such high attack speed, tanks quickly find themselves filled with her stupid ghost spears, so when she re-activates the ability, your armor all of the sudden seems to be ineffective against her. Now, if her passive jump distance could be shortened, or even have it so that units, friendly or not, could block her jump if she runs into them. I believe that maybe her Rend ability should be nerfed, just a little bit, to allow the tanks a bit more of a fighting chance. Thanks for reading, and please tell me what you think about these issues I have found.

12 Comments

BakedLotion4 votes

or just make her jump affected by slows..

Leti the Yeti2 votes

disclaimers: you have a point, despite me being able to nitpick some stuff

onward with nitpicking

  • you forget katarina on your list of ward hoppers
  • jax's Q has a long CD? you mean like 5 seconds right?
  • long range gap closers, slows, OP ult.. kinda like jarvan rite?
  • well, I can life steal 200 health from a minion who doesnt even have 200 health to steal, and everyones okay with that ;l
  • Udyr, meet Kiters... Kiters, meet 600 fucking movement speed and stuns RIP kalista
Champion Skin1 votes

Jarvan usually engages with his E+Q and then he has no way of getting out of a fight.... other then ulting and enemy and flashing out or something like that...

While if Lee sin goes in with Q + Q he can still ward jump away or knock you away if he suddenly figures it is a bad fight (and Lee Sin is also in the highest movement speed bracket 350 so he is as fast or faster then all champions without the use of movement abilities)

Kitten of Evil1 votes

I would suspect people don't have as much of a problem with gap-closing into battle, it's when gap-closers can also be used as escapes that it gets a lot less fun. This is why games like Smite and DOTA have blink daggers and flash-if-not-recently-hit talismans. I think there's a lot of potential for Riot to refine mobility and make it more useful when rushing into battle (i.e. aggressive) than escaping (i.e. defensive), and a few champions have this (Vayne's passive, Rengar's ult speed boost).

Doctor Dyment1 votes

Thank you for acknowledging that I made an actual valid point, and I have an answer to some of your nitpicks. First off, I haven't played Jax in a while, so I don't really fully remember how long his Q takes to cooldown. I also don't really like to play Udyr, as I feel he is slightly unbalanced, and I don't like to play those kinds of champions. And on the minion thing, I said in my fuckin' essay I wrote up there, that a ward is not alive. Therefore, LIFEsteal should not apply.

Leti the Yeti1 votes

i brought that up for a reason too if a minion does not have 200 hp, where the fk did you life steal 200 hp so what I'm getting at is that life steal isnt the most accurate description for whatever it is we're doing its more like.. converting our damage to health :l which does not work on turrets because it would be too OP

Truly Prideful1 votes

The difference is you can hit the minion for overkill damage no matter what it's hp is because your damage against it isn't capped. You deal 1 damage to wards, so you should be able to lifesteal exactly 1 hp at most.

Leti the Yeti1 votes

hmm where did it say that have 3 hp they have 3 units of something... watever that is

Truly Prideful1 votes

Sight Ward:

Cost reduced to 75 gold from 90 gold.
Now has **3 health**, is immune to healing effects and takes only 1 damage from every attack. 

From the patch notes waaaay back in 1.0.0.108.

Kitten of Evil2 votes

Uh... maybe I misunderstand, but wards have 3 HP. That means even if you're lifestealing, you're gaining at most 1 HP per hit (and that's only if you have 50%+ lifesteal)

As for Kalista, I think she's only a problem because Riot is phasing out a lot of point-and-click or auto-targeting CC (Taric, old Sion, etc.) but those are almost the only ways to lock down an enemy Kalista. Truth be told, I haven't had much problem playing against her because she's incredibly squishy and can be surprise-nuked if you catch her out of position, but I could see it being a problem if the Kalista is good.

DisasterSola1 votes

The only nerf kalista needs is the T2 boot scaling on her passive :C Go into bots and play a game using just T1 boots vs T2. the difference is massive.

Bears Dont Care1 votes

Kallista needs a different ppassive. The current one makes point and click abilities necessary which they are removing. So she has no counterplay for skillshot users entirely

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