[{quoted}](name=Bears Dont Care,realm=NA,application-id=3ErqAdtq,discussion-id=pMbAF4eq,comment-id=0001000000000000000100000001,timestamp=2019-03-02T23:44:16.108+0000)
It gained .5% on spell hit and lost 1.5% on movement inhibited.
It wasn't a large buff and the item previously also had mpen.
its still an issue, because it generates a stupid amount of damage on certain champions.
a single application of brands passive with liandries burns more than 10% of your maximum health.
with rylais and liandries alone, it burns 20%. this is ridiculous. its one thing if the champion leans into an ap heavy build and pays the gold for the scaling. but these two items together just increase certain champions damage so much, that they can murder fighters and tanks on support budgets.
The phantom hitnisnt the issue, the issue is how it is available for everyone now.
Before it was jungle exclusive and only for champions such as udyr and warwick who are easily kited.
Now, vayne has easy access to it.
phantom hits were regarded enough of a problem to remove feral flare as an item just for junglers.
rageblade used to grant flat ap/ad per stack. the item just scales up on hit champions extremely hard. it would be nice if they reduced the passive at least to every 3rd or 4th hit from every second.
Innate mr was increased across the board while flat mpen was reduced entirely.
The change from 35% to 40% was to make up for it which only occurs against high mr targets.
There is a reason for the change, and I wish the community didn't constantly suffer short term memory loss every time they disliked something.
high mr targets are usually fighters and tanks. these champions arent supposed to just get bursted down by mages.
wasnt the innate mr increase just to marksmen at the time? wouldnt it make more sense to increase flat magic pen and lower % magic pen in that case?
Innate healing was increased nearly across the board.
only on some champions. the relationship between grievous wounds and heals was r%%%%%ed an%%%%%ken since day 1.
throughout this games history one of the two has always been out of line. at the moment its grievous wounds.
Really?
Velkoz is entirely skillshot based, and MFs ult has only had number buffs.
The former you can dodge without boots, the latter you can move out of it.
velkoz ult has a massive slow attached.
these "skillshots" are designed in a way that once you get hit by them as a juggernaut, youre basically fucked and have to eat the entire damage. all velkoz has to do is hover his cursor over you from a distance and press r.
against a champion like
who has no mobility or other option than to flash out of it, he is forced to take the entire ult damage when velkoz decides to press r on him.
even garen with the slow cleanse cant do shit against the ability, since the slow is immediately reapplied with the next damage tick from the ultimate.
at the same time it deals just such a ridiculous amount of damage, that this single ability alone can shred a fighter to pieces.
mf's "number buff" was to literally double the damage on the ability. her ult deals 2500 damage off two items at a stage in the game where she herself has 1500 hp. it easily goes up to 3500 damage with more items. how is a juggernaut supposed to avoid this damage when she also slows them with her e for a ridiculous amounts?
the point is, that these abilities have been overtuned like shit with the champions class updates.