Consistency vs. hyperscaling

Kowe The Ewok··1 votes·376 views

The recent Sion and Cassiopeia "rewoks" made me think about this aspect. While Sion has "true" hyperscaling, Cassiopeia offers "false" hyperscaling, meaning there's a ceiling. We've seen hypersclaing in the past. Veigar, Nasus, Sion. These champions are some of the most unpopular champions ingame in ranked games and competitive play ebcause they can easily be taken out of the game. The main reaosn being that during a vast amount of time they can't be of much use for their team. Their powerspike, which comes around 40 minutes usually isn't reached in soloQ as well. Yet Riots new trend seems to consist in reintroducing hyperscaling. Sion lost about 600 health, which is a lot as a trade-off for his new kit. Cassiopeia lost her completely lane buylling power, must not roam anymore for a 4% single target damage increase lategame. Now considering pick rates hyperscaling characters are extremely unpopular from ym obersvations. The 4 questions I can see here are:

  • Is it a playstyle that should be promoted from a teamplay perspective? A Character which doesn't take part early / mid and then wins late on his own?

  • How popular is hyperscaling really? Is that a playstyle the majority likes? Is it something that should be part of competitive play?

  • Does the community actually want old champion REMADE into hyperscaling characters?

  • Is it ok to ruin a characters early game and than set a ceiling for his/her "false" hypersclaing?

1 Comments

Skia Asteri2 votes

must not roam anymore for a 4% single target damage increase lategame.

Don't spread myths. If there is no enemy champion in lane then she MUST roam or be useless, not the other way around. At best you will get six to seven stacks from a wave, depending on if there is a cannon minion, and that number can easily be reached with Q plus a few Twin Fangs. Likely you would get less from a wave because it is hard to cs poisoned minions until you get some AP and max Twin Fangs.

Also the 4% increase was calculated using 0.7 cool down for Twin Fangs, and it is now always 0.5 as of patch 4.17. The difference in DPS from that is very large (more like a 20 to 30% increase as I recall).

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