Everyone argues these points from personal bias, not statistics.
In fact, many mages (I mainly play some).... actually got AP BUFFS. Anyone who builds
or
got far stronger. Anyone who builds
in jungle got far stronger....
The only actual "nerfs" are people who build
or more specifically,
.
Sure.... the
comes about 400g later..... but now it also includes the AP from
, not just
. They added more AP in there.
got buffed!
Is debateble, but actually in long fights it's probably better because of the new addition of a passive. The reduction of % damage to deal with
kind of sucks though.
is Viable again..... because it's back to a 100 AP item
I'm not going to say mages were buffed or nerfed, but the mages I run are topping my teams on damage still. I rarely see them underperforming at least, so I'd say they are "average."
Jungle was not nerfed for any player who is flexible and learns new routes. I'm getting level 6 faster than I ever have, because of what they did to Krugs. 3 Camp level 3. By the end of a rotation I'm almost level 5. By 1 1/2 rotations, I'm level 6....
What happened here was actually about a Wash on XP, but having to focus complicated camps instead of getting level 4 off solo mob camps. That's all.
They actually added survivability to the jungle.... by increasing damage and heals on
.
The funnel strategies were already possible and already used across the board. They just didn't see LCS play much.
That doesn't make them that strong or that not punishable. If a Mid is funneling a Jungle, why not have your Jungler abuse that mid funneler while he's freezing waves for the jungler? He's taking damage while freezing, and you can at least burn flashes, etc. If the other jungler comes, it's a weak mid and a healthy jungler vs a strong mid and a healthy jungler. If you chose champs correctly, you should have an easy time routing them.
Truth is you don't know what the problems are, and I'm a bit of a statistician, and I can generally understand what Riot is doing with 8.13:
- Guinsoo's Rageblade
Unique passive
Bonus AD lowered from 4% to 2.5%
AP lowered from 4% to 2.5%
- Cause of many of the 1v5 snowballs getting nerfed in its core behavior of creating large AD increases.
That's an obvious one.
- Infinity Edge
Cost lowered from 3700 to 3600
Combine cost lowered from 1100 to 1000
- Slight buff to adcs who want to reintegrate it.
- Master Yi
Alpha Strike (Q)
cost lowered from 70/75/80/85/90 to 50/55/60/65/70
[Removed] No longer deals bonus damage to minions.
Makes Yi who is already notoriously a weak early gamer, even weaker.... making him much slower to come online. Which is a major consequence to the Funnel strategy, since he won't 1 hit the waves on a Q. He might not even be chosen as a Top laner anymore.
-Nunu
Blood Boil (W)
AP lowered from 40% to 20%
[New] now adds [5% per 100 AP] to Ability Power
[New] now adds [5% per 100 AP] to Attack Speed
Attack speed lowered from 25/30/35/40/45% to 20/24/28/32/36%
Designed to give him the same power as he had, but to funnel it toward a requirement to actually farm. He has to itemize to "Funnel" now, which essentially eliminates the funneling because he has to buy AP to get the buffs.
Lucian
AD per level lowered from 3.11 to 2.75
The Culling (R) minion damage lowered from 400% to 200%
Drastically takes away Lucian's current 1 sided dominance vs teams he can tag on to to reset cooldowns. Also drastically reduces the viability of
, because it's going to take longer to break minion waves and go off on Essence's passive without risking a minion wave attacking him. Brings him down to the level of other adcs.
The only changes I don't agree with:
Jinx
Tryndamere
Tristana
The 2 ADC buffs are uneeded and overpowering. Tristana can already currently pull 20 kill games, and Jinx after 2 kills is pretty much also a kill reset button with her long range Q.
Tryn losing 2 seconds on his spin pre CDR is abominable. Spin already almost 1 shots people. Now you won't be able to escape him unless your kit can somehow get you over two walls instead of one....