Keep smite in the jungle or Nerf cinderhulk heavily.

AwesomeChad··4 votes·914 views

Let me tell you a story about how 3 tanks: The jungler, the top laner, and the support all have Skirmisher's Sabre with cinderhulk. Late gate, all 3 of these players have over 3000 hp. That forces the enemy adc to build Botrk but thats not the biggest issue here. These 3 players can smite the adc so that their abilities and dmg for the next 6 seconds deal TRUE DMG. 3 tanks with over 3000 hp that can deal true dmg to the enemy adc. How is the enemy adc expected to deal with this? ALOT of the current ADCs will fall off in terms of scaling late game against health tanks. Not to mention that if these tanks build thornmail, it makes the adc less relevant in a teamfight if they're zoning out the adc. This may provide more strategic diversity in competitive play but in no means is creating a positive environment for ranked solo que.

EDIT: I guess people don't like the idea of nerfing cinderhulk. However, i still think that we need to keep smite away from the laners so they don't abuse this item so freely.

13 Comments

Renaille5 votes

{quoted}

That forces the enemy adc to build Botrk but thats not the biggest issue here.

"oh no how dare I have to counterbuild instead of building the same items every game and blowing everyone up?"

AwesomeChad1 votes

did......did you not notice the part where i said "thats not the biggest issue here"? And any good adc knows that item builds will differ from game to game........

Renaille3 votes

{quoted}

did......did you not notice the part where i said "thats not the biggest issue here"? And any good adc knows that item builds will differ from game to game........

90% of the time the only real difference you'll see in ADC builds is whether they go shiv or pd

Trash MammaI3 votes

Ok, so basically the 3 tanks are ignoring everyone else and charging into the adc. What were the other 4 members of that adcs team doing? Farming raptors?

Player of Games1 votes

Honestly all they need to do is make it so the HP portion of the Cinderhulk doesn't activate until you get x amount of jungle camp kills, similar to how Feral Flare worked. This way tanky junglers still get the immolate benefit to assist in clears, but they'll need to clear a few camps before they get the real Cinderhulk.

This will also completely nullify laners from ever getting Cinderhulk unless for some reason they're counter-jungling or the game goes on for a VERY long time.

Kouga2 votes

Or it encourages laners to steal from their jungler..

Nilok1 votes

Which would encourage good teams to not stack Cinderhulks.

EzraTwitch1 votes

{quoted}

Honestly all they need to do is make it so the HP portion of the Cinderhulk doesn't activate until you get x amount of jungle camp kills, similar to how Feral Flare worked. This way tanky junglers still get the immolate benefit to assist in clears, but they'll need to clear a few camps before they get the real Cinderhulk.

This will also completely nullify laners from ever getting Cinderhulk unless for some reason they're counter-jungling or the game goes on for a VERY long time.

Thats a terrible idea, it completely defeats the primary purpose of the item which is helping Jungle Takes clear camps in the early-mid game.

Player of Games1 votes

And what camps would be taken that Junglers don't need? At that point it'd be griefing and with the huge gold scarcity in the jungle I doubt that'd be a situation.

BastionKross1 votes

I don't think it means that cinderhulk is OP if even lane tanks want it; I think it means that other tank items are so neutered that they make giving up a summoner spell slot for a single item seem worth it.

How bad are other tank items when pros, who are notorious gold efficiency sticklers, waste money on the other stats on item 3715? Instead of nerfing a jungle item (the jungle has been nerfed enough), how about we buff some lane tank items to be more appealing, so that a tank won't have to take summoner 11 to have access to great tank items?

djjomon1 votes

It would take a LONG game for the support to get that big. And the problem with them smiting the ADC isn't the true damage. If 3 tanks are on top of the ADC, he/she should die anyway. The problem is the damage reduction. At the same time, we're stuck somewhere between "Strategic diversity" and an overtuned item.

Critmaster Garen1 votes

first of all, its additional small amount of true damage on every auto attack.

second, true damage isnt even that effective against adc anyways, since theyre squishy in the first place.

the actual damage you take from their abilities far outweights the damage they add with their auto attacks after smiting you. look at it like this. they could have probably all ran with ignite (except for the jungler) and deal double the true damage to you, while cutting your life steal in half.

{quoted}

Or it encourages laners to steal from their jungler..

or the enemy jungle... i never tried running smite on top, but id probably attempt to steal red/blue from the enemy jungle every time the camps are up and he isnt around.

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