Issue with Zyra's plants.

only zhule·5/11/2016, 7:17:43 PM·1 votes·544 views

So first i would like to say that i think she can currently have WAY TO MANY seeds active at a time, given that she can have up to 8 seeds active at any given time. This might be slightly less of an issue if the seeds did not also act as mini wards, if her passive didn't endless spawn them, and if the life bar on the plants was more clear as to what their actual health was. This last one is probably the most annoying, since it's very unclear if the plant has 2 health? 4? 8? can't tell because all i see are two full pips and a sometimes partial 3rd pip. Also as an aside, the plants currently can absorb skillshots and still only take 1 point of damage. I have also noticed that currently if Zyra uses her ultimate, not only do her plants enrage, but they also heal to full. So if you were one auto attack from finishing one off and it happens to be in the ultimate range, congrats you now have to auto attack it another 4-6 times.

But my issue is more around how her plants interact with the item 3303 line and the Bandit mastery. At present her plants if killed will put the spell thief line on cooldown (much like if you killed a minion), however her plants and seeds do not trigger the bandit passive of +1 gold per enemy minion death in proximity. So my question is, what are the plants considered?

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