I really don't understand Riot logic now..

Ternt··4 votes·531 views

I made a thread late last week about how Rek'Sai was getting nerfs, and the nerfs disappeared, so all is well now. But on top of all of this, the stupid overpowered champions currently in the meta and also from reworks, has put the game in a bad place. Fizz currently has a slight buff on the PBE, as well as Garen who was never in a bad place to begin with.

I don't think anybody at Riot actually plays the game, because Garen (pre-rework) was still really strong. I had 2 games the day before patch 5.16 hit where Garen's on my team went 16/2 and 15/4, and the thing is, that isn't the only time I've had Garen either destroy my team or carry hard. Garen was never in a bad spot once Black Cleaver was released, because that gave him so much more usefulness from his spin/Q combo and made it so he could deal with other bruisers fairly easily.

Darius' new state really doesn't make sense, even though I completely understand you wanted him to be a late game threat. The mechanic that allows him to infinitely dunk because ONE auto attack apparently is enough to re-stack his blood drops on the next person is a terrible mechanic because you can't dodge an auto attack. The mechanic is flawed because of this, as nobody else has the capability to just auto ONCE -> ULT, auto -> ULT, etc. There needs to be some thought put into it to keep him viable, but not make it so easy to pull off Double~Penta kills. I'd suggest making it 2 autos or 1 skill to pass the drops onto the next target. Doing this, if the target is not low enough, Darius won't be able to auto -> skill -> dunk, he will need to auto -> auto -> skill -> dunk, which gives the option for counterplay.

Skarner is just broken, and will be nerfed to the point of no existence because he is a terribly designed champion.

Mordekaiser is a troll pick, regardless of what you believe. I know he's strong and viable, but his damage is far too hard to mitigate. After the early game, Mordekaiser becomes virtually unkillable. I've played versus 2 Mordekaisers since the rework, 1 in jungle and 1 in bot lane. The Jungle game, Mordekaiser was 1/6 at 20~25 minutes. He ended the game 15/6 (around ~45 minutes). Same situation for the bot lane game, you destroy him in lane and regardless of how terrible you are on that champion, you can blow anybody up in 1 face smashing of your keys because of how overpowered he is.

Sated has single-handedly destroyed the jungle community. As I like to consider myself a jungle main, sated has absolutely killed the jungle and given people the false understanding that jungling is nothing more than a farm-fest. I feel like I never get to jungle anymore because Sated has made a few champions so overpowered that now everybody thinks they are junglers. It's frustrating because jungle is a lot harder than just farm camps, gank lanes. There's map positioning, ward placement, scuttle control, counter ganks, understanding when to invade and when not to, map control, objective control, GOOD ganks, etc etc. There's a lot more to jungling than these people understand, so congrats on going 20/5 on Udyr, but we still lost because you face checked a bush at level 18 and got 5 maned. And since you took almost every single kill from ganks, or even not from ganks, the rest of the team is underpowered. The junglers role is insanely important, so it automatically puts my team at a disadvantage when somebody locks a Sated jungler because I already know they are clueless on the mechanics of the role. Sated needs fixed, not only because it's diminishing the role, but because it's made certain champions too strong.

With all of this, I still believe we need more bans in Season 6. It is still very apparent that Riot doesn't understand their own game and that 99% of the population is constantly crying out for nerfs to the same champions (Fizz, Vayne, Cho, Lee, etc..) . If you aren't going to nerf them because of #LCSBIGPLAYS, then give me enough bans to ensure I never have to see them in Ranked.

4 Comments

Serevas2 votes

Okay for starters the Fizz "buffs" as you call them are an increase in AP ratio on his Q by 5%, in return for a reduction in his W's on hit damage by 20 late game and a 5% buff on that, with a refocusing of his ultimate's damage amp to only amplify magic damage. This move actually is intended to focus fizz into an AP assassin again and largely diminish his AD build's power, since most champions in mid lane outclass fizz big time, it largely just damages the champion's position as a whole, so I'd call that a nerf frankly.

Garen, while the rework wasn't fully successful, is still a strong champion, and still downright oppressive and is a nightmare to lane against for champions like Fiora and Riven, simply because he silences them and prevents them from existing during that window. He's not supposed to be so OP that you pick him into every champion and win top lane. Use his existing strengths, because they do exist.

To claim that Mordekaiser is a troll pick because he eventually becomes exceptionally difficult to kill just proves you haven't the slightest clue what you're talking about. They created a slightly overtuned champion to replace the standard ADC champions, who are frankly dreadfully boring for most people to play. The exceedingly obvious counter play to Mordekaiser is to kite him around, because he's still immobile as all hell.

I agree with you on very small parts of your sated arguments, I actually think the item isn't a complete disaster, but as a whole has negatively impacted jungling as a role. People do genuinely think that just because they picked up sated and got a bunch of kills they can 1v5 solo carry games, and all they should do is split push all game long, thanks trick2g for that one by the way I can't tell you how many games I've lost because of the split pushing robots that you've created, and as a result the rest of the team is a man down, in even worse cases when that sated person has most of the kills it leaves your team starved of gold for the 4v5 and proves to be even more of a detriment to the team as a whole. I've frankly always felt that stacking jungle items are a detrimental function of the jungle because the only way they work properly is if someone actually knows how to balance farming and ganking with objective control. Through the stacking function of Devourer it was attempted to show priorities to some degree, which I appreciate the effort of, but if obviously failed quite miserably. Champion kills/assists should have remained at minimum 2 points, maybe even 3 points to show the importance of ganking for your lanes when you can, but instead, why would I risk ganking and falling behind from a failed gank when I can just go farm Krugs and get the same benefit. Low elo junglers are dumb, I don't exclude myself from that, but I at least have some basic understanding of jungling priorities. As far as giving up kills, I always secure a kill if there's even the slightest risk of the champion getting away, I'd love to give up the kill to my laner, but when they blew all their abilities and missed half, I'm going to take that kill. I actually love playing against sated junglers because they're either weak early, don't help their lanes, or both. Those traits let me have a mostly free game typically.

I still have a hard time agreeing to more bans, but at the same time, this patch has the following as ban worthy:Ahri Annie(In low Elo) Elise Evelynn Fiora Gangplank Kayle Skarner Shyvana Viktor Kayle Vayne Riven

So we can ban about half of what I view as ban-worthy champions.

I still don't understand why people cry so hard about Lee Sin, he's really not that bad compared to everyone on the list I threw on there, and Cho'gath has some pretty obvious counterplay to him as well.

Ternt1 votes

{quoted}

Okay for starters the Fizz "buffs" as you call them are an increase in AP ratio on his Q by 5%, in return for a reduction in his W's on hit damage by 20 late game and a 5% buff on that, with a refocusing of his ultimate's damage amp to only amplify magic damage. This move actually is intended to focus fizz into an AP assassin again and largely diminish his AD build's power, since most champions in mid lane outclass fizz big time, it largely just damages the champion's position as a whole, so I'd call that a nerf frankly.

Garen, while the rework wasn't fully successful, is still a strong champion, and still downright oppressive and is a nightmare to lane against for champions like Fiora and Riven, simply because he silences them and prevents them from existing during that window. He's not supposed to be so OP that you pick him into every champion and win top lane. Use his existing strengths, because they do exist.

To claim that Mordekaiser is a troll pick because he eventually becomes exceptionally difficult to kill just proves you haven't the slightest clue what you're talking about. They created a slightly overtuned champion to replace the standard ADC champions, who are frankly dreadfully boring for most people to play. The exceedingly obvious counter play to Mordekaiser is to kite him around, because he's still immobile as all hell.

I agree with you on very small parts of your sated arguments, I actually think the item isn't a complete disaster, but as a whole has negatively impacted jungling as a role. People do genuinely think that just because they picked up sated and got a bunch of kills they can 1v5 solo carry games, and all they should do is split push all game long, thanks trick2g for that one by the way I can't tell you how many games I've lost because of the split pushing robots that you've created, and as a result the rest of the team is a man down, in even worse cases when that sated person has most of the kills it leaves your team starved of gold for the 4v5 and proves to be even more of a detriment to the team as a whole. I've frankly always felt that stacking jungle items are a detrimental function of the jungle because the only way they work properly is if someone actually knows how to balance farming and ganking with objective control. Through the stacking function of Devourer it was attempted to show priorities to some degree, which I appreciate the effort of, but if obviously failed quite miserably. Champion kills/assists should have remained at minimum 2 points, maybe even 3 points to show the importance of ganking for your lanes when you can, but instead, why would I risk ganking and falling behind from a failed gank when I can just go farm Krugs and get the same benefit. Low elo junglers are dumb, I don't exclude myself from that, but I at least have some basic understanding of jungling priorities. As far as giving up kills, I always secure a kill if there's even the slightest risk of the champion getting away, I'd love to give up the kill to my laner, but when they blew all their abilities and missed half, I'm going to take that kill. I actually love playing against sated junglers because they're either weak early, don't help their lanes, or both. Those traits let me have a mostly free game typically.

I still have a hard time agreeing to more bans, but at the same time, this patch has the following as ban worthy:Ahri Annie(In low Elo) Elise Evelynn Fiora Gangplank Kayle Skarner Shyvana Viktor Kayle Vayne Riven

So we can ban about half of what I view as ban-worthy champions.

I still don't understand why people cry so hard about Lee Sin, he's really not that bad compared to everyone on the list I threw on there, and Cho'gath has some pretty obvious counterplay to him as well.

On most my main junglers, I have far more assists than kills because a lot of times people lose lanes on my team. So when I gank, if I know they can secure the kill I will give it away. Because the way I view it now is that if I already have map control via the scuttles/vision, even an assist will put me further ahead than the jungler I am versus. Now when my laner is up 1-0 and I gank, Ill be looking to get the kill because my laner isn't absurdly far behind. It comes down to a judgement call on spot really, and I wouldn't say I became good at jungle until I understood that going 25/2 and losing wasn't worth it when I could have gone 15/2 and given 10 kills away to other teammates to let them get ahead as well. And that's the main issue I have with these new Sated junglers now. I had an Udyr go 22/5 one game and we lost, then flamed us for losing. But all he did was split push and when we'd team fight, he'd come in late and literally just take kills. I know that getting kills is getting kills and "KS only exist in low elo", but when we have 40 kills and 25 are just him, there's an issue. When he dies because he was split pushing instead of grouping, we can't fight a team that's more well rounded. I feel like ADC's that aren't mains tend to suffer from this largely because they cannot build items fast enough to mitigate the tanks on the other team. It's been frustrating playing ranked in recent weeks because of Sated, and I am ready for it to go away like the tank meta did.

ShuffledPancake1 votes

Garen was in a low mid to bad state pre juggernaut update. You can't deny that unless you unlocked some weird magic trick with garen.

Ternt1 votes

{quoted}

Garen was in a low mid to bad state pre juggernaut update. You can't deny that unless you unlocked some weird magic trick with garen.

He was in a terrible spot before the Black Cleaver. The amount of shred he gets from it is unrivaled, but closest by Wukong in his ultimate.

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