Janna and zilean lost their global passives but new champion have one
Wasn't that completely against your previous way of thinking? The idea of having a champion that without any effort bring advantage to your team?
Wasn't that completely against your previous way of thinking? The idea of having a champion that without any effort bring advantage to your team?
Janna and Zilean brought complete passive effects that were invisible power. Orrn's passive needs to be actively considered; which item do you upgrade? When do you upgrade it? Is it worth it to delay your next item, or should you wait until you have 6?
Wasn't the problem the fact that they were bringing advantage offering no counter play by just existing in the match? I'm almost 100% sure I can find a quote from riot stating something similar.
Not quite; they brought a passive advantage that invisibly applied for the entirety of the game. Orrn's upgrade passive is only really relevant once everyone in the game has 6 items.
And how easy is it in competitive play for this to happen? Competitive games are a lot more drawn out than standard normal games, because there's a lot more calculated movements and tactics involved, so matches drag out until one team can absolutely secure an advantage. Getting 6 items when you drag out the game is nothing, and this means that in competitive play, the team without an Ornn will be at a disadvantage. Ornn then becomes "Bring Ornn or lose." This is in no way beneficial to the game, and I can see this getting clipped fairly quickly.
We're seeing matches ending before 6 items just as much as they've been ending before 6 items. It actually makes Ornn more interesting than being a mere pick-ban.
If you build your team comp around early power and winning early (A frequent strategy nowadays), then you're at a strict advantage VS Ornn because he needs a whole game to reach full effectiveness. Ornn can be drafted against and itemized against, since most of his CC is very conditional he's fairly unreliable compared to other Tanks like Maokai or even Sejuani, and an item like Quicksilver or a summoner like Cleanse is extra-powerful VS him since you can make his already unreliable CC even more unreliable.
If you opt to pick Ornn, you're making a late-game investment and possibly giving up early game objectives like Rift Herald.
And then we have a meta shift to late game and suddenly he's ridiculous. Or even draft a late game comp and he still might be too good. But we also don't know what items he can upgrade.
Correct reasoning, wrong application.
You see, the thing about Zilean and janna's global passives is that it granted all champions everywhere this little boost that affected the game in a sub-layer that wasn't easily noticed and was something that was often hard to play around. It's very difficult to know and factor in the passive experience gains when Zilean was in game for your opponents if you're say in top lane and the enemy laner hits his level faster than you despite you planning around the level up based on waves. Or their ability to have that baseline higher movespeed that makes their engage slightly stronger, something small that has the opportunity to affect a player that isn't clear.
The bonus item upgrade is quite different though. Items are known quantities and the upgrades will also be known quantities that do specific things. They will be clear and obvious and you can see their items and know their affects the moment the player shows back up in front of you. This kind of benefit is powerful, but it's not hidden, and it's very obvious. This is a distinct difference that I think matters for the new champion.
I think you're agreeing with me? That's what I was trying to say.
Ornn's passive is something that can be actively considered and played around easily by playing more aggressively and trying to end before hitting 6 items. Janna and Zilean's old passives weren't interactive and couldn't be easily played around. It also doesn't apply until 6 items, whereas Janna and Zilean's were active for the whole game.
Yes I was agreeing with you, I just don't think you articulated it properly so I was rephrasing it, especially with the downvotes you were getting. It's not about the 6 items that makes it ok, it's that the bonus is on an item. It's about the visibility of the effect. With the old passives, they were sort of "hidden" or something you could not see clearly the power of them.
The items will show you EXACTLY what benefit is being given and is very clear and up front.
Ornn's passive will probably still be worth it pre-6 items, as I'd bet that the power amp is worth more than the 1000 gold to build that amp stat wise.
I feel sorry for AP champions though. They have such shitty options for that passive. I mean, Deathcap. Wooo Hoooo. That item we didn't want to build because it's so stupidly expensive with such a terrible build path. Now, to get it to ultra-max extreme Deathcap... we gotta put 1000 MORE gold into it?
I think that more ap items will get upgrades like rylais, nashors, the mask, and void staff. Roa(already stacks), tear upgrades(same as before), zhonyas(already strongish), and morrelo(It's a book XD) are iffy.
I don't think riot would hype the fanbase with a item mechanic and state that you can only chose 1 upgrade if ap champs only had 1 choice.
Edit: wow, just saw the item choices, I feel disappointed.
AP champions got fucked hard on that passive. No one but AP burst champions (aka usually not mages) build death cap consistently. Also doesn't help that it's an item that scales with AP.
Noone except Veigar builds Deathcap before 5 items in the current state of the game.
The big issue we had with old Zilean and Janna passives were the amount of power they'd offer to other lanes early game. Ornn's upgraded items for his team aren't relevant until, at absolute minimum 500-1000g after you complete your first big item. Even then there are plenty of other options you could be putting that gold into for equivalent or greater power. Where we're expecting they'll shine most is late game, when you're capped, or getting closer to capped. Pretty different to much of the impact of Janna/Zilean as a result.
I'm a bit concerned about the choice of items TBH.
The AD items are strong and cover a wide range of champs
, pretty much every AD champ can find one of these and use it.
The tank items are pretty situational at best
is only usable by top laners to begin with and
is highly situational. These should have been
and
IMO.
is just a bad item because of its cost, so I highly doubt AP champs will even care about this, how can you ever justify a nearly 5k purchase? I think you need about three items to replace this, likely
,
and
.
and
are two super broad items that can be picked up by any support but that both favour tank supports.
or
would have been better over
IMO.
Also just in terms of what you'd expect a Blacksmith to build all of these would be an improvement save maybe the Book.
If you think
is situational I don't know what to tell you.
The overwhelming majority of tank champions deal practically entirely magic damage.
all deal magic and not physical.
, the premier tank item and the item most tanks rush, gives you constant magic damage that scales with your level.
So you're getting the 10% damage buff yourself.
Also a lot of tanks have stupidly high mana costs and stupidly low base mana. So the Eternity passive is fantastic. So is the build path.
Finally, chances are your support and your mid laner do magic damage. Even Zed has magic damage on his passive and Kha'Zix deals magic damage with his passive and W.
The item is not situational. It's in-combat sustain for tanks. It synergizes with Spirit Visage. It's absolutely fantastic.
Take out Zac from your list, since he is manaless, and has sustain, thus he is better off going 
Sure, one tank that deals primarily magic damage doesn't want the item. That doesn't make it situational.
[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=dV0ETLTO,comment-id=000b00000000,timestamp=2017-08-08T03:13:19.789+0000)
Snip
Absolutely. Don't forget that
now isn't really purchased on tank supports because its base heal is really low and it benefits a ton from items that amplify healing and shielding, which mage supports ('enchanters') like to build.
Well..... it is still decent on tank supports (though not great).... because well the active is still good and it increases healing and shielding which makes
shield better (and any other shields or heals the tank have) the problem is that there is often better items like
(if the tank is doing engaging it can be quite good)
examples of heals/shield tank supports have
heal (Q) and shield (W)
heal (passive)
shield (W)
shield (W)
Redemption's heal/shield increase isn't enough to justify getting it on a tank support. You'd honestly get more use out of Athene's, if you wanted to help out your heals and shields.
And Locket scales better with more health than with heal/shield increases. 10% increase from any enchanter's item, versus 36% of bonus health.
The item is not situational. It's in-combat sustain for tanks. It synergizes with Spirit Visage. It's absolutely fantastic.
The item is highly situational. It's only good if you have magic damage to multiply. I think out of the champs you listed Amumu, Malphite and Galio have enough magic damage to justify Mask as a stand alone item and Rammus, Gragas and Zac are close but have other reasons why they wouldn't want the item in many situations, Grag and Zac love SV and Rammus tends to want a lot of armour items before he gets an item like this.
Out of the other champs on your list Naut, Leona, Ali, Braum, TK, Blitz, Ivern and Taric just don't do the damage to justify the item alone. Maokai and Nunu have problems with the items range, a max range Nunu E or R or a Sapling won't actually have the Mask aura applied and Sej deals too much Phys damage to justify Mask.
For every tank except Amumu, Malphite and Galio it's a situational item.
Adaptive Helm is far less situational, its in combat statline is the same and it almost always hits something on the enemy team. I'm just going to look at your last 5 games and call out what Helm hits in each game from the enemy team
Game1: Malph W, Vik Q/E/R, Ali E Game2: Cho E, Sona Q (Aura and potentially active)/Ardent Censor Game3: Ekko Q/W, Skarner Q, Teemo E/R/Liandry's Game4: Heim Q/RQ/RW, Malph W Game5: Lux P, Bard P, Potentially Kayn Shadow Assassin P (I can't see which form he took)
This is what I mean by Adaptive Helm isn't actually situational, there's always something on the enemy team that makes you want it. Looking back over your match history for the last 20 games Adaptive hits at least one champion, there's certainly games however where Mask was bad, that's why I said Mask is more situational than Helm.
The item is highly situational. It's only good if you have magic damage to multiply. I think out of the champs you listed Amumu, Malphite and Galio have enough magic damage to justify Mask as a stand alone item and Rammus, Gragas and Zac are close but have other reasons why they wouldn't want the item in many situations, Grag and Zac love SV and Rammus tends to want a lot of armour items before he gets an item like this.
Out of the other champs on your list Naut, Leona, Ali, Braum, TK, Blitz, Ivern and Taric just don't do the damage to justify the item alone. Maokai and Nunu have problems with the items range, a max range Nunu E or R or a Sapling won't actually have the Mask aura applied and Sej deals too much Phys damage to justify Mask.
For every tank except Amumu, Malphite and Galio it's a situational item.
Adaptive Helm is far less situational, its in combat statline is the same and it almost always hits something on the enemy team. I'm just going to look at your last 5 games and call out what Helm hits in each game from the enemy team
Game1: Malph W, Vik Q/E/R, Ali E Game2: Cho E, Sona Q (Aura and potentially active)/Ardent Censor Game3: Ekko Q/W, Skarner Q, Teemo E/R/Liandry's Game4: Heim Q/RQ/RW, Malph W Game5: Lux P, Bard P, Potentially Kayn Shadow Assassin P (I can't see which form he took)
This is what I mean by Adaptive Helm isn't actually situational, there's always something on the enemy team that makes you want it. Looking back over your match history for the last 20 games Adaptive hits at least one champion, there's certainly games however where Mask was bad, that's why I said Mask is more situational than Helm.
Youre entire post states that you dont even know how to use the item lol.
You do realize that mask helps your teams damage as well? Mask does way more damage when combined with an ap carry than it will ever do alone,** its not designed to make nautilus strong, its designed to make the allied ahri standing next to him strong after you lock them down.**
Mask also offers a significant mana increase, which basically all tanks have trouble with nowadays.
Mask is by far the most general mr/hp/cdr item you can buy right now. Seeing as it gives any ap champ on your team a 10% damage increase after you land a lock down.
[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=dV0ETLTO,comment-id=000b00000000,timestamp=2017-08-08T03:13:19.789+0000)
If you think
is situational I don't know what to tell you.
The overwhelming majority of tank champions deal practically entirely magic damage.
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all deal magic and not physical.
, the premier tank item and the item most tanks rush, gives you constant magic damage that scales with your level.
So you're getting the 10% damage buff yourself.
Also a lot of tanks have stupidly high mana costs and stupidly low base mana. So the Eternity passive is fantastic. So is the build path.
Finally, chances are your support and your mid laner do magic damage. Even Zed has magic damage on his passive and Kha'Zix deals magic damage with his passive and W.
The item is not situational. It's in-combat sustain for tanks. It synergizes with Spirit Visage. It's absolutely fantastic.
take
out of any damage talk that isnt about minions, 29 MAX damage before doing math for mr is literally completely negligible.
29 per second. Add 10% to that, it's 32 per second. Survive 10 seconds in melee, that's 320 damage, which is about as much as a mage ability if the mage is mid level with low AP. It's pretty good for being a free ability.
[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=dV0ETLTO,comment-id=000b0000000000050000,timestamp=2017-08-11T00:58:47.669+0000)
29 per second. Add 10% to that, it's 32 per second. Survive 10 seconds in melee, that's 320 damage, which is about as much as a mage ability if the mage is mid level with low AP. It's pretty good for being a free ability.
The problem is that surviving 10 seconds as melee isnt free, and anything that needs 10 whole seconds to do 320 damage is the weakest damage in game by far. Most mage abilities take less than a second to deal this damage, Also dot is inherently weaker due to the mechanics of the game(hp regen as a small example)
And again youre not accounting for mr, which makes it take close to around 20 seconds to deal around 300 damage to a champion. Literally negligible. In fact it is rather easy to be able to regen health faster than cinderhulk can deal it.
Check next time you die to a cinderhulk/sunfire champ, the sunfire damage never even makes top 3.
I think their process of thinking Rabadons was that any AP champion can have it. Whereas with the other champions that is 100% not the case.
,
,
is a short list of champion who will NEVER build Morello, Or Rod of Ages in your regular game. They're also almost solely lane items, or at best pretty shitty for most AP Junglers. These items are massive wastes of money for these champions as they simply do not synergize with their kits, and as a result it would feel HORRIBLE to not be able to interact with a buff EVERY1 else in the game gets.
is a pretty decent suggestion, but it's entirely not fun for any1 who wants to play a champion like

The bottom line is that as MUCH as Rabadon's fucking sucks, it can simply be bought by every AP champion without excuse that it doesn't Synergize with their kit. It's NEVER a situational item, as Every AP Champion wants more AP in the end.
AD's have IE, Trinity Force, and Black Cleaver as options. APs have a 5k deathcap upgrade and abyssal if they can justify it. If they only wanted to buff stat based items there's options like Liandries and Gunblade, but I personally think Protobelt is the best suggestion. There's also Rylai's and Luden's which are a little more situational but still more common than Rabadon's.
I know his passive is intended to be limited but its honestly hardest on AP champs from what I can tell, its not very representative of what you actually want to buy.
I agree it's most definitely hardest on AP champions.
But unfortunately that mostly comes down to the Balance team fucking AP itemization to be so bland that
are built on probably 60% of mages no matter what their kit is like.
Rather then an actual problem pertaining to the champion and the choice of item.
And when it's not
it's
which is arguably even more niche.
My personal suggestion would be that of
to actually make it a worthwhile purchase.
Luden's wouldn't be so situational if it weren't so blatantly expensive for the sake of it.
Really? Ad's get 3 strong options, tanks(and to some extend bruisers) get one shitty and one niche item(though maybe sunfire is worth it **with **the upgrade) and APs get only one supbar option? The AD+support choices are sound, though assasins seem to be forced into either bc or trinity that way, but i really agree on the ap choice beeing bad, and fot tank items i think warmongs or stoneplate would be more fitting choices that appeal to most champs that want tankiness. I also feel like on-hit builts lack options. I see not a single item that i would want for example on kayle, maybe rabadons on AP kayle, but that's a big maybe. A nashors upgrade would be great fro them...
Meddler can you talk a little about why Redemption and Solari are both in the list of upgradable items? Isn't that going to make comps around mid-late game + janna/soraka/lulu a little too strong?
Ex: Protect twitch comps?
What are the disadvantages the character have that would be downsides of having him on your team? [making it not a mandatory pick?]
I know that we didn't see him or his status yet and but could u talk a little about his major weaknesses? If he can go top/jungle/support, wouldn't that be a problem to other people counter picking it?
Thank you for giving us your insights!
Here's my biggest problem with the design philosophy behind his passive:
Let's say you have a team of 5 champs, each getting these upgrades. If at minimum they're 750 each average, you're looking at a late-game team that has over 3.7k gold that they can utilize more effectively than the other team, if not more. And this means the end game, when 2 teams are supposed to be -even- in items, this immediately tips the scales in the team's favor with Ornn, a hero whose core strengths are fairly massive, his passive just being the icing on the proverbial cake.
Ornn being in the game tips the scales towards the team that has him in the late game, and some champion's passives fall off towards the later part of the game, especially when it's full build time (A time when he literally accentuates everyone else's builds with a stronger item.)
In other words, it feels like TF's, Janna's or Zileans' old passives pale in comparison to the usefulness of this in the late game, or even other points of the game depending on what the base stat increases actually amount to. :/
Him being able to shop anywhere and upgrade his own items feels like it's enough as it is, but bringing this to a whole team kind of feels like it defeats the purpose of the nerfs / changes to other heroes who had passives that affected their whole team. I get that you guys want this guy's thematic to extend to his allies, but he's strong enough without all of this, and his kit already offers more than enough value to any team with CC.
There is no counter-play in being able to strengthen an item, none whatsoever, that's the biggest problem I think everyone is facing right now. 2 teams at their end-game are no longer balanced with this kind of a passive.
Is it that unique though? A 50 minute game with a veigar in it could easily have him at 1400+ AP.
To the point he can start 1 shooting tanks.
I didn't even know League had a late game.
Thing is, it's not 0 effort.
Each individual champion has to rack up 500 (supports) or 1000 (everyone else) extra gold to get these upgrades.
Riot is quickly turning into a casual game...
EDIT:
LMAO look at the new Emotes Riot is implementing into the game. You can downvote this comment as many times as you like, but you have to admit, I'm right. Riot is turning League into a casual game.
Spells being spawned under Zoe's feet...
RNG Runes Reforged.
RNG dragons offer varying gives and takes in games.
RNG scuttle? What is RNG about a consistently respawning jungle camp?
RNG plants? They are always in the same spot and have consistent and reliable effects.
I don't think you understand what RNG is. Likewise, RNG doesn't make a game bad or casual either. Nothing about what you named is inherently bad for the game or makes the game more casual, would you mind explaining more instead of mindlessly naming off things you don't like?
RNG scuttle? What is RNG about a consistently respawning jungle camp?
I think someone fell for the scuttle Jukes. XD
Haven't we all...
Best part is RNG bans
Emotes are being implemented into the game, lmao. It's obvious Riot wants League to be a casual game.
How does emotes = casual?
You keep just throwing out words for no reason.
Having customization in the game =/= being a casual game.
A casual game would be something that is small, simple, has very little progression, is easy to get into, offers plenty of content to the player automatically. Casual games are defined by the mechanics not the amenities.
This is what happens when a competitive game turns casual. I've seen this before. Bungie did the same to the Halo franchise. After Halo 3, Halo: Reach was released and that turned out to be a casual snooze fest. Then 343industries took it to a whole new level with Halo 4 by allowing players to spawn with a medium ranged 1 shot mini shotgun. Also, by allowing special weapons to spawn at their feet.
Much like what Riot's doing with Ornn. Where players literally forge items right under their feet instead of going back to the fountain. Also, the new reforged runes's credit rune, where players can buy items earlier in game, giving complete advantage over the opponents who don't have the credit rune enabled.
I know the signs of a competitive game turning into a casual game. The signs are here, believe me.
[deleted]
Ornn only allows HIMSELF to forge items in the lane, as part of his specific kit.
See, you said it yourself. Ornn is the only champ that can do that. Also, He's able to boost item stats for his entire team.
A huge advantage.
A competitive game needs to be balanced for both teams.
Remember OP's post? Riot nerfed Janna and zil because of their global passives which gave the entire team an advantage. At the time, Riot was at its peak in terms of competitive gaming.
I'm just speaking the truth, man. I don't know why you are trying to argue.
Yes, and Janna is the only champion with an aoe knockback healing on her R. Kayn is the only champion that has two different forms he can work toward and transform into permanently, Kled is the only champion that has a mount that changes the way his health functions.
Plenty of champions have different or unique advantages, there is no symmetrical balance in League. That doesn't mean that asymmetrical balance is unbalanced, which is the fallacy you prescribe to. If your problem is that the new champion does something unique and special, that's not a sign of a casual game, and additionally League has ALWAYS been designed this way.
I don't understand how advantage = casual. There's no such precedent.
And, as has been pointed out by a Rioter AND myself, the issue with Zilean and Janna's passives were NOT the benefit itself, but how the benefit was applied. It was a global effect that was always active for everyone everywhere all the time, and led to problems. The new upgrades are known bonuses, you have to invest gold into them, you don't just get them for free, and while it is something unique for that team it's only a small bonus that still has to happen over time. You aren't gaining anything for free.
I'm arguing with you because it's not truth, it's an opinion, and an ignorant one. You have YET to state what makes the game casual, you just keep naming incorrect or false things as problems, none of which make the game casual. Stop posting if you can't articulate your thoughts please.
In my original post on this thread, I provided a list of reasons why League of Legends is turning into a casual game. You may think I'm bullshit/ignorant, but wait and see. Once 2018 preseason begins, the game will be different. By the time Mid Season 2018 changes arrive, we'll start seeing heavier dose of casual gameplay mechanics implemented into the game, (i.e in-game quests)
I will continue to expose the truth, no matter what it takes. I am an avid League player because of the competitive aspect of the game. I want Riot to understand this. I will not stop posting.
Keep your eyes open and stay vigilant, friend.
I told you, man.
Reread my other posts I written down on this thread 3 months ago.
The game has turned casual. RNG Runes have been implemented into the game with the Runes Reforged. And a new champion that can spawn spells under her feet so she can use flash multiple times in less than a second. ( Just like the Halo analogy I written down.)
This is what happens when a competitive game turns casual. I've seen this before. Bungie did the same to the Halo franchise. After Halo 3, Halo: Reach was released and that turned out to be a casual snooze fest. Then 343industries took it to a whole new level with Halo 4 by allowing players to spawn with a medium ranged 1 shot mini shotgun. Also, by allowing special weapons to spawn at their feet.