Veteran's Scars nerf

RickDodger··21 votes·2,615 views

Riot... what are you doing?

I had picked out a good assortment of runes that can let me make veteran's scars a boon in game. the 4% extra health is really a good scaling godsend for HP champions. my 6% in runes made it so I get 10% bonus health based on my max HP.

I don't get why you had to nerf veteran's scars so harshly. I still hope you intend to revert it back eventually Riot... I don't get why you're making us get only a flat 45 HP all throughout... I don't notice people complaining about it or anything ...

Now it feels mandatory to get strength of the ages and switch my runes around for flat scaling HP runes ...

24 x 9 would be 216 flat health bonus by level 18. 49 from one quintessence would be 265 by level 18. 45 from 'the new veteran's scars' would be 310 HP by level 18.

Then I need to get strength of the Ages just so I can get +300 HP from that for a total of 610 HP bonus from runes and masteries

Previously I could turn all that around.

sure a 4000 HP champion would be able to get 4610 HP from all this.

4000 HP for that + 10% extra would be 4400. + strength of the ages made it 4730. if it were 5300, then it'd become 5850. now it's stuck at a 610 HP flat bonus by level 18 to prevent overscaling health.

If you even got the jungling item of cinderhulk for it then that's +400 hp there from the item, and another 15% bonus health. meaning 4400 + 300 if you max strength of the ages would be 4700 x 25% increase. that makes it ... 5875 HP ...

So ... yeah.

Let's go with Sejuani as an example with her HP of 2215.

item 1401 item 3151 item 3742 item 3065 item 3083

400 + 300 + 500 + 500 + 850 would be 2550.

2550 + 2215 from her base health would be 4765. Throw in 300 HP from the Strength of the Ages and we have 5065 HP.

Now ... 5065 x 1.15 from cinderhulk and 1.10 from runes and masteries before the changes.

5065 x 25% increase becomes 6331.5 HP.

This is from a very meticulous work of detailed examination.

Now we make the math with the changes and switch out with flat scaling HP runes and the new mastery of 'veterans scars'. This means we only have 310 HP on top of 300 from strength of the ages to work with.

400 + 300 + 500 + 500 + 850 is the same math, along with 2215.

we start with 4765 and then add in 610. 4765 + 610 is 5375 HP.

Then we throw in the 1.15 increase by cinderhulk.

5375 x 1.15 = 6181.25 HP

6331.25 - 6181.25 is 150 HP difference.

I don't see what a 150 HP difference makes here but I'm sure everyone else here can.

27 Comments

The Taco Kat3 votes

The flat 45 is supposed to be for a higher base HP, while a champion with 500 hp would get about 20 health at level one with the old version. It was changed to be giving champions that take it a slightly better laning phase before the roaming phase. It actually dramatically impacts the early game as well as the mid-late game.

RickDodger1 votes

So ... where did an explanation like that come from?

Silents4291 votes

Maybe if you actually read the patch notes.

RickDodger1 votes

tell me who actually reads patch-notes these days.

Silents4292 votes

Smart people usually.

It's nice you pay attention to changes then complain about them when you have a source for the change right in front of you.

RickDodger1 votes

You didn't have to insult me ...

Critmaster Garen1 votes

make strength of the ages grant +10% maximum health instead of the stacking mechanic.

that would compensate for the loss of health on veterans scars for champions who invest deep into the tree and stack a lot of health. otherwise i dont understand why theyre nerfing the mastery just to make it more attractive to adc. its not like theyre making t1 and t2 ferocity masteries attractive for bruisers and tanks.

natdogg1 votes

Even low HP champs are getting nerfed from it rofl.

As an ADC, i'd rather take now the bonus regenration instead of 45 HP.

Even tho, as an ADC, I don't even go the Resolve tree, I always go cunning and ferocity.

Critmaster Garen1 votes

{quoted}

Even low HP champs are getting nerfed from it rofl.

As an ADC, i'd rather take now the bonus regenration instead of 45 HP.

Even tho, as an ADC, I don't even go the Resolve tree, I always go cunning and ferocity.

the impact for them is still significantly smaller. a lategame carry with 2000 hp lost 35 health, and gets more out of it early game.

Puwaahful2 votes

Let's not forget that the resolve tree wasn't focused at ADC's, while this gives ADC's a reason to actually pick it now, and tanks a reason to just ignore it.

l Mamba l 241 votes

{quoted}

Even low HP champs are getting nerfed from it rofl.

As an ADC, i'd rather take now the bonus regenration instead of 45 HP.

Even tho, as an ADC, I don't even go the Resolve tree, I always go cunning and ferocity.

No they are not lmfao XD 45 hp is almost 10% of an adc's hp early game. It gives more hp than what the mastery was before.

natdogg2 votes

To be honest dude, I'd rather have either 5% more damage on targets with 40% health or less OR 1.5% missing mana every 5 seconds rather than 45 HP.

Just my two cents.

RickDodger1 votes

You and me both brother. You and me both.

Slamurai Jack1 votes

"I didn't notice people complaining about X" is not, on it's own, a valid argument. An extremely popular one, but not valid.

EndlessSorcerer1 votes

I'm just going to take Runic Armor on everyone now. They'll regenerate more than 45 extra health through potions and innate health regen (if nothing else) pretty quickly.

On the plus side, this removed a few variations in my mastery pages so I can cover a few more champions.

RickDodger1 votes

bump

Critmaster Garen1 votes

just so people know what actually happened.

if you have 3.5k to 4k health like a lot of bruisers and tanks get with a full build, those 4% used to give 140 to 160 extra health by lategame. this ofc stacked with strength of the ages, a mastery thats already not very attractive compared to the other 2. which gave you another 12 health. small but still worth to notice.

so we lost 100 health off dead mans, and 100 to 120 health off veterans scars. all in the name of making the mastery more attractive to carries. gg rito.

RickDodger1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=fpb9kQWj,comment-id=0004,timestamp=2015-12-09T13:06:50.601+0000)

just so people know what actually happened.

if you have 3.5k to 4k health like a lot of bruisers and tanks get with a full build, those 4% used to give 140 to 160 extra health by lategame. this ofc stacked with strength of the ages, a mastery thats already not very attractive compared to the other 2. which gave you another 12 health. small but still worth to notice.

so we lost 100 health off dead mans, and 100 to 120 health off veterans scars. all in the name of making the mastery more attractive to carries. gg rito.

Seems like someone else with brains realizes how stupid Morello is with being in charge of the changes.

He's actually the one EVERYONE HAS TO GO TO FOR FINAL SAY SO. He checks over each change, item tweak, and champion buff/nerf. So if you want to blame someone, Blame SUPPORT RACIST MORELLO.

Critmaster Garen1 votes

{quoted}

Seems like someone else with brains realizes how stupid Morello is with being in charge of the changes.

He's actually the one EVERYONE HAS TO GO TO FOR FINAL SAY SO. He checks over each change, item tweak, and champion buff/nerf. So if you want to blame someone, Blame SUPPORT RACIST MORELLO.

this wouldnt be nearly as anoying if they moved the health they removed on top of the tree further down to strength of the ages. right now grasp of the undying and bond of stone are much stronger in extended fights, especially if you take champion sustain into account.

and grasp is really good in lane trades. it almost gives you as much health as strength of the ages with a damage component added.

so the mastery needs a buff anyways. instead of using that dumb and unreliable stacking mechanic that prevents you from leaving lane because you would miss out on those rare cannon minions for stacks, they could change the mastery to grant 10% max health as a bonus instead.

this would mean together with veteran scars it would even out to the old values. if you have 4k health, you get 400 as bonus, meaning the 300 from the mastery as its now and the 100 missing hp.

MrWasjig1 votes

Wanna know why Vet Scars were nerfed? Because fuck tanks that's why. Rito has never liked tanks if you ask me. That may be biased but that's just how I see it.

RickDodger1 votes

{quoted}

Wanna know why Vet Scars were nerfed? Because fuck tanks that's why. Rito has never liked tanks if you ask me. That may be biased but that's just how I see it.

You should see how they beat down supports ...

MrWasjig1 votes

I'm a Support main, I know exactly how they beat down Supports. Case and point, the vision nerfs. Not even gonna call them changes, because they're outright nerfs. Oh but now there's WARD RUBBLE! Yeah that totally makes up for vision nerfs to absolutely everything.

Where's the spanking saddle Riot or shall I just get my bottom out where I stand?

Dreamspitter1 votes

{quoted}

I'm a Support main, I know exactly how they beat down Supports. Case and point, the vision nerfs. Not even gonna call them changes, because they're outright nerfs. Oh but now there's WARD RUBBLE! Yeah that totally makes up for vision nerfs to absolutely everything.

Where's the spanking saddle Riot or shall I just get my bottom out where I stand?

Sivir Kinky .Evelynn

BurningRice1 votes

Well sure it was nerfed in the late game, but they are just shifting the power of the mastery to early game. 45 extra health level one is kind of a big deal and makes the defensive tree more desirable to a lot of champs.

RickDodger1 votes

Here's an idea. Why don't they just make the veterans' scars more like the ferocity mastery 'natural talent'? give out a flat amount of HP of say 7 per level. 7 x 18 would mean you'd get 126 bonus health from the mastery by level 18

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