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pbe beta rift changes anybody else dislike? (jungle change focused)

cyborgtemplar··2 votes·823 views

http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/9dG0ndq0-rough-notes-pbe-10092014

ok lets start off, i'm not intending it to be a rant but . . . . . . . i just don't get it

lets go with jungle changes for example

  1. WHY increase buff timers to 2:30 instead of 1:55. i mean are we intended to not do any ganks till the 4 minute mark instead of about 3ish. since now we gotta clear 2 camps (the equivalent of 35 seconds) THEN the 2 buffs.
  2. WHY does smite instantly grant the buff from the big spawn points instead of the kill, it makes it literally impossible to steal somebody elses buff from them without the jngler completely mitigating a lot of counter play
  3. Smite taking the buffs, also enables junglers with high mobility like shaco/shyv. to just not care, smite the enemy buff as they engage. then go to their own and kill it. removing the buff for junglers who need them WHILE also keeping their own, and not needing to even smite war for the last hit.
  4. making the jungle more rewarding . . . . . . but more difficult . . . . . so no more assassin junglers is what your trying to say. back to the tank jungle only meta we had around season 2
  5. removing old jungle items, in favor of regen passives that ONLY WORK IN COMBAT, completely mitigating any effects they would have, not only do you make them harder to kill but you also reduce any survival we would have in clearing them.
  6. I don't know if i wanna get started on dragon changes. . . . . . a very very VERY minor buff for each dragon kill save the 5th that equates to a couple mastery points. vs the 150-200+ global gold per player makes nearly no effect asside from a 5th kill. Then you take into account that armor boosts will only give like what 4-6 armor for a non tank, the pen is so small you won't even notice it mid game by the time you obtain it. . . . . . then you go and make it 20% more dmg dealt and 7% less taken per kill to further exmplify it being completely useless if you don't obtain ALL 5 KILLS (in which most games are over by the 30 minute mark, or snowballed by 20ish so getting 5 dragon kills becomes unreliable when you aren't obtaining the global gold)
  7. on the other downside to dragon buff giving a stack per kill, you make games where vision control is completely denied a 100% chance to take every dragon (if they manage to survive that long with tower shield buffs, which is another story entirely) to obtain not only baron, but a 5th dragon stacked with baron entirely removing any counter-play they would obtain (50 true dmg per second on auto's for your entire team, added to baron, which was obtained by vision control removes any ability they have to defend, if you manage to obtain them both)

anybody else see some issues with these, making any non tank jungler completely useless forces the meta down our throats without any ability to really go against it (well they did manage to find a way to nerf kha-zix/rengo indirectly by crushing their early jg with item sustain nerfs + more difficult camps) while also making dragon an entirely useless objective unless you plan to reach a late game match, which then forces groups to go heavily on hyper late game team comps. or hyper early games that end it before it matters with no middle ground. normally that'd still leave open options for extremely early game presences and pushes ect. BUT . . . . . . they added armor ignoring higher burst tank shredding nexus towers, and inhib towers that grant a shield to themselves and surrounding allies, coupled with stat boosts being in your base . . . . . . . . . and the shield regenerates . . . . . . . . there goes that idea of snowballing early, a late game comp with cc's could just turtle and be unable to die with that kind of defensive mechanics

i blame the koreans for aiming entirely at 100% early games, that riot is forcing almost every match to go into the 40-60 minute marker, and then making objectives useless unless the game hits around that marker. . . . . . so many champions fall off really hard late, and will become pretty useless in that kind of a meta, as well as assassin janglers receiving a pretty significant hit with the jungle difficulty increased

4 Comments

Lord Dusteon1 votes

I like most of the changes, except the buff timers + the new jungle difficulty. It kinda pushes anyone who doesn't have built in sustain (HEAVY sustain, warwick/fiddles/nunu) to be useless the first 10 or so minutes.

cyborgtemplar1 votes

i agree but disagree. i realized later that it's a minor boost rather than the actual buff to the smiter. . . . . . . if you want to jungle with a squishier jungler you still can, but they can't be squishy past lvl 3-4ish. since smiting the early red buff (must start here for squishier junglers) will give you the health you need. . . . . . but if you maintain being squishy it'll really hurt

on the upside, we'll see another raise in counter-jungling with the counter jungling item that reduces smite cd when used on buffs. combine that with things like smiting wraith to see if they saw you there, or smiting wolves to alert you to them noticing the counter-jungle (and seeing their presence) will open a lot of counter jungle paths, and make it very very difficult to stop a strong dueling counter jungler without your teams participation.

it's in part a way to stop assassins from snowballing far to hard, but feral flare junglers (asside from yi) get a bit of a boost

the feral flare jungle item (the 4th item, which was changed to magic dmg on hit, and buff kills adding 1 dmg and champ kills adding 2, without needing 30 stacks minimum to use) is great for things like ww, or shyvana. especially for ww considering he has a slower clear time as is and this with machete offsets that. even shen may become viable if done properly. it opens a lot of older junglers to jungle again, but really hurts assassins changing the meta

i'm torn between the 2 atm, unable to decide. since i do like assassin junglers, but i favor ww/vi/shyvana as my main junglers. but on the downside things like lee sin who are countering will become harder to stop once he gets ahead.

DaCush1 votes

I didn't realize that the buff was given by smiting without even killing the monster. If that's true then that really needs to be changed. In order to get the buff you must have to kill the monster. Does this mean that the only people that can get buffs are ones carrying smite? I guess I didn't read too deeply into that part. Getting a buff just from smiting and only from smiting is just not a good idea and needs to be changed imo. All the other changes I think need to be feeled out before I judge them but that one is a no brainer.

cshakes1 votes

No, the buff goes to the killer. Smiting a large monster gives a bonus (X health for smiting red buff) and it applies to anyone who smites the camp, regardless of whether the camp's been smited before.

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