@Riot, I hope you fix all these shits before those Plants make it live

Daniss200·10/16/2016, 4:48:17 AM·3 votes·502 views

TL;DR Plants are not what the community is thinking; it's not as shit as you think. Riot just have to fix and reassess some few problems I listed below (read the stuff in the box thingy and the bolded text if you want the summary). But if the plants did get shit, I hope they keep their promise. But that doesn't mean Riot have to throw it away. Midseason or Season 2018 might be the right time for plants. Just don't rush everything; too much fertilizer will make the plant toxic. Btw, really sorry for the long post

[slayer-jinx-wink]


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##Honeyfruit

HF, in some way, is a free heal in the jungle. Currently, the trade off I could see here is the slow (which has a very slight impact) and the player have to walk deep in the river (at early game) to get one. In the sample video Riot released, Gnar was just one Requiem away from death, but Honeyfruit saved his day.

  • **The problem here is that the oranges are close to each other which makes it easy for the champion to collect it. **Even though there is a debuff when you eat an orange, it's unnoticeable because the oranges are close to each other. And if you watched the video again, you can see that after Gnar AA'd the plant, he easily got all the oranges. All players should have access to these oranges, not the champion in the middle.

  • Another problem is that it heals, and, IMO, it should be a regen instead. I wouldn't feel bad for Karthus in the video if Gnar was saved by an allied heal, health pots or a much magical prayer than Requiem but it's just frustrating when something's not counter-able. In the video, if Karthus wants to secure a kill, he should ult earlier. While Gnar, knowing the oranges are free, should accept his fate and trust the oranges.

Honeyfruit when AA'd should scatter the oranges in an arc. With this, other nearby players can contest it. When a champion steps on one of the oranges, he regenerates x health for t seconds - removed the slow since the oranges will be much farther than each other.


##Blast Cone

BC, I think, is the main reason why the community hates the plants. Here are the current issues I could think of:

  • **It may destroy the identity of some champs. **First, because it's an overlap with Ziggs W. Also, junglers with dashes may not feel unique too because everybody can literally wall jump with these plants. If BC makes it live, then other champs will be able to do what Ziggs and ninjaing champs do.

  • ** It favors the team behind the dragon/baron pit.** BC feels useless when your team is at west or east jungle because you can just run to the pit. There's no reason to use BC. But when you're at the back of the pit, you basically get a free flash which is really unfair for the other team.

  • BC is very hard to counter. Just like HF, this plant punishes the champion that comes in late while champs near the plant has a lot of access to the BC. Take the Jayce Graves video as an example, Graves can't deny the BC from Jayce because he's not in range. The only thing Graves can do in the video is to position himself near Jayce so they would jump on the same spot when Jayce activated BC.

  • It's hard to balance. This is much complicated than a Teemo bomb. 'One hit for melee, two hits for ranged' doesn't fix it, I think. I can't really explain it that much because it's really complicated.

Aside from decreasing the explosion radius of Blast Cone and making it like a Teemo bomb. The only solution I could think of is to remove Blast Cone and replace it with this movement speed plant: When AA'd, and only champs of the same team are within range then they gain MS when moving towards enemies. But if at least one of the members of both teams is within range, all units gain MS, doesn't matter where they are heading through.


##Scryer's Bloom

  • IMO, SB is the plant without much flaws; but, since it gives you free vision, then there should be a trade off on ward timers and trinket cooldown.
  • **Another problem with SB is that it favors one team over the other. **When red team is dragon, SB can tell what's happening inside the pit. But if blue team is dragon, SB will only give vision to the river. The same goes for nashor. The solution is to increase the range while not changing the (surface) area revealed: think of a square and a circle with the same area - different approach but vision is still the same.

When AA'd, SB should reveal the area in a wave (like Nami ult). Enemies and wards in the parh are then revealed for x seconds. Also ward timers should be lowered and trinket cooldown should be higher to make a trade off.

EDIT: Formatting :)

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