[Rammus PBE change feedback thread]
Hello I'm here to share some feedback about the new Rammus changelist on the PBE, here they are.
1: Spiked Shell (Passive) - reworked. ~~[Removed] ~~No longer gives 25% of armor as AD [New] Rammus deals 8-20 (+10% Armor) bonus magic damage with his basic attacks.
Personally i don't know what to think about this change. The bonus AD i was receiving was nice for poking during taunt duration and it was helping to last hit minions and push tower as i play Rammus top lane. But the magic damage boost seems fine as it still help for the tower push, now what happen with tower ? I don't know.
2: Powerball (Q): [Buff] Maximum movement speed adjusted from 155% to 145+5% per level [Nerf] Duration lowered from 7 to 6 [Buff] Collision detection size reduced and made more consistent "impact radius unadjusted" and "checks more frequently" [src] [Nerf] Damage reduced from 100/150/200/250/300 (+100% AP) to 100/135/170/205/240 (+60% AP) [Buff] Cooldown reduced from 16/14.5/132/11.5/10 to 16/13.5/11/8.5/6 [Buff] Slow changed from 20/25/30/35/40% to 40/50/60/70/80% [Nerf] Slow duration lowered from 2 to 1 [New] spell is now channeled and can be interrupted.
Now this one is a bit more touchy to describe. The movement speed is buffed when it top at 235% movement speed max level. Now the bad thing, Duration got lowered by 1 second. I can live with it as the movement is really higher, they also reduced the collision radius so sneaking arround minions will be easier. Damage reduced i could be careless as i max Q last in lane. The slow got hard nerfed so it could be hell to keep up with enemy that flash out or dash away but it still manageable. But the fact that his Q is now channelled.. and can be iterupted is just ... a big NO. Now fear , slow and anything that wasn't affecting Rammus in powerball do, so now Rammus got even more Powerball cancel user and it just make no sense because auto attack will now cancel Rammus power ball ? that would be plain dumb..
3: Defensive Ball Curl (W): [Adjust] Bonus armor adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%] [Adjust] Bonus magic resist adjusted from 40/60/80/100/120 to [20 + 50/55/60/65/70%] [Buff] Cooldown reduced from 14 to 6 _[New] _ Slows Rammus by 60% during the effect _[New] _ Can be toggled off early [New] While defensive ball curl is active, Spiked Shell (P) deals 150% damage and also deals Spiked Shell's damage back to enemies that basic attack him.
Another messy one i can't really know if it's a good thing or not.. The armor and magic resistance got nerfed by a huge value. I'm not even sure if it will be the same from before. I get that stacking alot of armor or magic resist will have an impact but no more basic defense without having to build tankyness against magic damage.. Cooldown got reduced that's a good thing at least.
Now the thing that bother me the most... Rammus get slowed by 60% during his W... Why would he get slowed that hard ? What if the enemy just get out of range of rammus ? No way to get closer any longer. What if i pop W to survive burst while running away from gank? I can't anymore as i will slow myself and literally reduce my surviving chance...
This change should not go throught, it really will hurt Rammus in the bad way, more than anything. They also removed the damage reflection from his W and added passive damage and it's a nerfed version of the current W.. so again No. ADC have lifesteal and mercurial smitar to save their ass, can we just not reduce the actual ADC counter to nothing ? That's just dumb and it should be changed back .
4: Frenzying Taunt
Renamed from Puncturing Taunt to Frenzying Taunt
[New] Casting Freenzying Taunt grants Rammus 20/25/30/35/40% Attack Speed for the duration of the taunt.
[New] Frenzying Taunt's Attack Speed bonus constantly refreshed while any of Rammus' other spells are active.
[Removed] No longer reduces the target's Armor by 5/10/15/20/25
This change is by far the less bothersome one. It maybe doesn't reduce armor anymore but Rammus being magic damage based it never really changed much in lane, it was only effective when paired with an AD champion as it was boosting their damage output. So it's not a problem to be replaced but i'm not sure Attack speed buff was actually a good thing. Sure it can help clear wave faster with the new passive and weave auto between taunt duration but it could been changed to something more attractive. Rammus ain't a on-hit tank yo.
5: Tremors (R) [Nerf] Damage reduced from 65/130/195 (+30% AP) to 40/80/120 (+20% AP) [New] Slows enemies in damages by 8/10/12% for 1.5 seconds, stacking up to 8 times [New] Deals double damage to structures
Seeing the damage of this ability nerfed got me sad, it was doing pretty good chunk of damage while being subtile so people wasn't aware of what was hitting that hard. So it make me sad but i can live with it i guess? The added slow to the ultimate is the best thing i saw happen to Rammus in a long time, people usually when they are decent at the game will clearly realized that tremor do alot of damage in teamfight so they tend to try to stay away from your threat zone, but the slow add wich max at 96% slow on level 3 ultimate stack 8 time is pretty huge for teamfight peeling potential and keeping your enemy in threat range. The double damage to structure is a nice buff to lane Rammus to pressure tower but since the damage got nerfed by a bunch it would be by only 45 bonus damage from the current ultimate damage per hit . Still good thought.
So basically, my highest issue is his new W, this need to be looked back and revert the slow or reduce it by a good margin. Else it would make Rammus pretty unattractive for player who wish to learn to play him.
Edit : 06/05/17 : Powerball ratio back to 100% !
Thanks for reading and feel free to hit the like button or hit the dislike and leave your comment below and give insight of why you disagree, Enjoy your League day and see you next time ~ OrganicT
