Warlord's Bloodlust is ridiculous (and graves too)

Chuck Charles··1 votes·1,044 views

I think something has to replace the warlord's bloodlust mastery. It is far too strong. It allows champions to build pure crit and still have 15% lifesteal a majority of the time.

I made my first mistake of letting Graves through bans thinking, you know what....its just something I'm not familiar with. once i learn to play against it, I won't need to ban it. better start learning now. Graves was insanely tanky while healing for an absurd amount with his crits. I remember as Lux who was decently farmed and had a handful of kills I landed my rotation of spells on him twice and the second set had ultimate. I proc'd passive and ignited him and he was still about 25% health because of the healing in between the rotations on a jungle camp nearby. This is just one example, but the theme of graves with this ability was "I am tanky, and I have free 15% life steal because I am building a ton of crit....which btw is readily available in mass quantities".

I think most of the changes are on point. Corki feels like...unique now. Miss Fortune fees unique. Quinn is a threat. I mean every ADC feels like their own thing now to be honest. They all have something that makes them feel different. But Graves is oppressive with his tankiness and healing.

The mastery is also an issue on Tryndamere and Yasuo. These champs honestly weren't the biggest issue before this mastery. Tryndamere was cheesy but hey thats what he is with that ultimate. Yasuo has always had an overly oppressive lane phase, while having an amazing mid to late game to compensate him for ......wait what. Jokes aside, Yasuo can get 100% crit with just shiv and a crit cloak now which means he also gets 15% life steal with just a shiv and crit cloak. let that sink in. with one item and a component item, yasuo has 100% crit and 15% ilfesteal. maybe more if he went lifesteal in his masteries on top of that. 17%? I mean really? How did this hit live.

This mastery needs to be either removed for something different that actually impacts differently. For example, we have the on hit keystone...thats good for Jax, Kayle, Lucian, etc. We have the deathfire touch which is good for pokey mages. We have the thunderlord for burst mages. We have an assassin speed up mastery. we have a tank mastery. but this one aimed at adcs isn't even best when used by adcs. It is best when used by anyone who builds crit. Maybe make a mastery that focuses on attack speed? that would be more oriented towards ADCs.

1 Comments

asamu1 votes

Even without crit graves is pretty nuts right now. Just Death's dance and upgraded Last whisper and just his Q does over half of Kog'maw's HP (Kog maw being 1 level down; ~ levels 10 and 9; it was on 3s).

I think they need to tone down both his auto damage and his Q, because his Q is as strong as most ults. Both combined is a 490 + 1.95 bonus AD, which is stupid, considering the second part can't be dodged if there is a wall. The first part alone is strong enough to be an ability (or would be if the .75 ratio was total AD.) At level 1, a point blank auto does 150% AD as damage; at level 18, it's 247% damage, so even without crit, he is doing as much damage as most characters do on a crit with infinity edge with point blank autos; on top of that, the attack can crit; with a crit and full build, he can do over 2k damage in 1 auto before armor (Go test it if you don't believe that. Get full build, walk up to a jungle creep late game and shoot it once with a crit), which means glass cannon characters (And even some lower defense bruisers) will actually die in 2 shots, some dropped to ~10-20% HP in the first hit, and those hits take place in less than a second, assuming standard attack speed items.

If Graves does get fed enough to be a couple of levels up with a nearly full build, I wouldn't be surprised at all if he could 1 shot someone with a basic attack.

If you happen to be in the jungle, he can auto + Q, and a squishy will be dead without even needing the second auto or his ult.

League has always had damage on the high end (Way too high IMO, same goes for defense; items need to be relevant, but they shouldn't constitute over 90% of a player's damage output or EHP; really it should be closer to 50% at the most IMO; single players should not be able to kill other players with 2 defensive items in one rotation of abilities) after items, but Graves is just sort of ridiculous right now. There is no reason a character should be 2 shotting (Almost 1 shotting) other players with basic attacks.

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