Is there any planned changes for the Warrior enchantment?

YumaS2Astral··1 votes·738 views

I am asking that because a few days ago, Riot was planning to change Warrior, making it sorta like the old item Spirit of the Elder Lizard, but with a more powerful effect; Each time that it dealt physical damage, part of that physical damage would be dealt again as true damage. This is a really good and powerful effect that would allow AD junglers to scale very well, just like attack speed/AP/tank junglers currently do. However, this could make some champions like JarvanIV Vi and especially LeeSin extremely broken. I would not be surprised if that was the reason why they reverted the changes before they even came to live.

Still, I would like to know if there are any planned changes for the Warrior enchantment.

Currently this is the only enchantment that does not scale well into late game (it is actually only good for early game and falls off). It is also the only enchantment without an interesting and/or unique special effect. Cinderhulk is essentially a Sunfire Cape with a Rabadon passive (but for HP instead of AP). Runeglaive has the Spellblade passive and an effect that allows AP junglers to clear camps faster. Devourer, when fully stacked, doubles on-hit effects on every second attack.

Warrior has nothing interesting or unique, it only has a bland flat armor penetration, something that you could get by just purchasing other items, and it is only useful for early game. With the way that Warrior currently works, some champions like Vi JarvanIV LeeSin RekSai Shaco are forced to purchase either Cinderhulk or Devourer if they want to be somewhat useful during the late game. The problem is that most of those champions do not scale well with attack speed or pure tankyness. They want AD, they want damage. Even if most of those champions can be built semi-tanky, they want damage so that they are not pure CC bots (which would make them outclassed by actual tanks). But Warrior falls off so hard that they are forced to build those two enchantments if they want to scale into late game. Also, there are some AD junglers that do not want to build either Cinderhulk or Devourer, and are forced to fall off late game due to this. Examples include Khazix Rengar MonkeyKing.

5 Comments

Its The Kuchiri1 votes

Surrender at 20 said the PBE had a version of item 3707 that made it similar to the old Jungle item Spirit of the Elder Lizard. Basically it took away the armor pen but added 6% of physical damage dealt would be reapplied as true damage over 3 seconds. Basically I figured it's still in the oven since we saw what happened with item 3716. You thought Ez was op with that item just think if he did all the true damage again. Think of champions like Talon with it on too. Smite > E > Q > R > W. You don't even need Ignite you're already doing it as true damage.

YumaS2Astral1 votes

[{quoted}](name=Its The Kuchiri,realm=NA,application-id=3ErqAdtq,discussion-id=sR8TU1da,comment-id=0000,timestamp=2015-07-25T02:58:20.026+0000)

Surrender at 20 said the PBE had a version of item 3707 that made it similar to the old Jungle item Spirit of the Elder Lizard. Basically it took away the armor pen but added 6% of physical damage dealt would be reapplied as true damage over 3 seconds. Basically I figured it's still in the oven since we saw what happened with item 3716. You thought Ez was op with that item just think if he did all the true damage again. Think of champions like Talon with it on too. Smite > E > Q > R > W. You don't even need Ignite you're already doing it as true damage.

Yeah, well remembered, Riot really needs to make a way so that jungle items are either unable to be purchased by laners, or are unattractive. The idea of forcing you to do 5 or 10 camps to build a jungle enchantment was very good, I remember that someone once suggested that.

Its The Kuchiri1 votes

They liked what Cinderhulk briefly did to the meta. They wanted to do something similar to the others. Force yourself to limit yourself to one good summoner spell for bonus stats. Unfortunately they made Runeglavie too good. I suspect before Season 6 there will be a buff to it that allows the passive to work on champions again.

YumaS2Astral1 votes

[{quoted}](name=Its The Kuchiri,realm=NA,application-id=3ErqAdtq,discussion-id=sR8TU1da,comment-id=000000000000,timestamp=2015-07-25T03:10:30.051+0000)

They liked what Cinderhulk briefly did to the meta. They wanted to do something similar to the others. Force yourself to limit yourself to one good summoner spell for bonus stats. Unfortunately they made Runeglavie too good. I suspect before Season 6 there will be a buff to it that allows the passive to work on champions again.

The problem is that while taking Cinderhulk on lane was powerful, it was still very balanced. With just a few tweaks, it could be completely balanced. So much that you can still take Cinderhulk on lane; it is still viable.

On my opinion the problem wasn't taking Runeglaive on lane, the problem was Runeglaive Ezreal itself. AP Ezreal always had fantastic potential and insane damage; his only actual weakness is a weak early game and lack of waveclear. However, this weakness was so significant that it made AP Ezreal balanced, if not unviable. But if you take away that weakness, you have a broken champion that can single-handedly carry games. That's what Runeglaive did. It took away that weakness, and made AP Ezreal have his powerspike much earlier than intended. Honestly if weren't for Ezreal on my opinion Runeglaive would not be changed on the first place. Now thanks to Ezreal, not only Runeglaive is a completely unviable option for laners, but AP junglers were also affected by the changes (their auto-attacks no longer are converted into magic damage, which is significant)

Its The Kuchiri1 votes

Ezreal was also very weak to hard CC comps. I duoed with a buddy for the first week everyone was playing mid Ez. He went TF and I went Naut and basically got myself two tiers of ranked from all the free wins.

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