To the dev who reverted the nunu changes

KilljoyX··18 votes·5,183 views

I will make your hell slow, counter jungled, and frozen cold.

30 Comments

RiotMeddler39 votes

Just so you know the 'dev who reverted the Nunu changes' is also the dev who's 'still trying to find the right buffs for Nunu and get the rest of the team onboard with them'.

Zero Skill Tank2 votes

Sorry. "Trying" is not good enough to atone for sins in this case.

CerealBoxOfDoom1 votes

which patch did they revert the changes in?

Anth8951 votes

It was PBE changes they reverted.

MetalGearTeemu1 votes

Sorry, good changes are reserved for new champions and full reworks so they can get that sweet douche.

You think they're really going to make a nunu viable? theres no money in that. "middling" is the word of the day for meddler.

DCYOUNG8887 votes

Would that also apply to the Kindred changes we have been seeing on the PBE for the last few patches?

RiotMeddler9 votes

Kind of. That one's less a discussion on what changes we should do and more an ongoing discussion on where Kindred's current power level actually lies.

Linna Excel1 votes

Where do you think Kindred's power level really is?

Her win rate just spiked, her play rate is pretty low, and her win curve suggests she's one of the hard to learn champs. Making things harder to judge, her damage output is lower than a bot ADC being played in the jungle but she has a lot of good matchups according to champion.gg.

Nagoh Shan1 votes

Kindred seems like one of those champions that's very powerful, but narrow.

Build them wrong, skill the wrong abilities, or use the wrong runes/masteries, and their narrow margins kick in and they under perform.

Their gameplay seems very rigid and like it punishes deviation very hard.

DCYOUNG8881 votes

Then would it be a bad idea to give Kindred 50 extra range on her autoattacks(making it 550)? Just curious.

LoopKat2 votes

You folks may not have large plans for Kindred, but I hope you still manage to read this.

===General=== I'd very much like to see Kindred function more as a co-operative unit rather than Lamb doing 90% of the work and Wolf showing up to say "hi" every now and then. Additionally, I think Kindred is currently far too reliant on stacks from their passive. I think they would be much easier to balance (and satisfying to play) if some their power was shifted towards item purchases instead.

On that same note, it would be nice to have a clearer idea of what I should buy while playing Kindred. It's nice that they can build pretty much anything, but I sometimes find myself saying "oh god, what do I buy here".

===Q=== I don't really have any complaints about how Dance of Arrows works. It's good utility, especially when combined with W, though (again) you may fall behind on your Marks and be stuck with no actual scaling for the rest of the game.

===W=== I've tried everything in my power to make Kindred's W an impactful spell, but I just can't do it. To reach 2.5 attack speed (which translates to 1.25 for Wolf), you sacrifice all meaningful damage. Building full AD makes each of Wolf's individual attacks almost relevant, but it hinders Lamb's desire to fire rapid auto-attacks and makes her insanely squishy. The only other source of damage is from Mark of the Kindred, which can be a very unreliable source of power.

I'm not entirely sure what to do with this ability, but I'd like to see Wolf attack faster, more often, and deal more damage. Perhaps you could decrease his scaling from Mark of the Kindred (40% > 10% or 20%?), but allow him to apply on-hit effects or something. With it's current functionality though, it never feels like it's doing anything.

===E=== In my opinion, Mounting Dread should be renamed to "Mounting Frustration". The skill is as feast or famine as it gets, you either land the 3 stacks and deal a decent amount of damage or the skill achieves absolutely nothing (aside from a very brief slow). I usually find it very difficult to secure that third hit on a marked target, which makes the skill feel like a waste of mana in most cases. The fact that Kindred generally wants bruiser items rather than attack speed is the primary cause of this.

I would very much like to see Wolf contribute to Mounting Dread in a more meaningful way. Some ideas include allowing him to:

-contribute to the 3 stack effect (increase the total stack requirement by 1 or 2 to compensate) OR -prioritize targets marked by Mounting Dread while W is active, dealing a small amount of % max health damage on each attack OR -make Wolf attack on each added stack, dealing more damage on each subsequent attack, with the final one dealing the full % max health value

===R=== As with Q, I don't have many complains about Lamb's Respite. I'm still pretty bad at timing it properly, but that's due to lack of practice. I guess the only thing I can mention is that it can be extremely impactful for the wrong reasons, the AoE generally becomes a horribly-messy street fight where it can be hard to keep track of everything because of how clumped up everyone is. It's like fighting a J4 ult, but everyone wants to be in it.

Aptest2 votes

====W====

You are missing the mark. The power budget of this skill is in the "jump zone" it creates. I.E. the skill tool-tip should read:

  • mark an area on the map.
  • within this area the CD on Q is nothing.
  • also deals RNG damage, prioritized towards your AA target.

(it actually deals quite a bit of damage i think, but it does not "feel" like a damaging ability)

===E===

spot on, i think.

LoopKat2 votes

At somewhere around 20 Marks, Wolf will deal roughly 300 damage per attack while W is active. It takes about 30+ minutes of continually farming bots to get to that point though, so it's a very unrealistic power point to reach in an actual game.

And, like you said, W is more of a "scare" zone than anything else, but I honestly can't say that the area denial makes it a satisfying ability. If Wolf was an actual threat, then I might think otherwise.

Aptest1 votes

W is not a "scare zone" it does major damage but you're not identifying where the damage is coming from.

the damage is coming from Q.

the base CD on Q is 9. Inside W, 2. that means using W gets 4 casts of Q per W in optimal use case.

that is a good amount of damage.

LoopKat1 votes

You act like I don't know how Kindred works. I'm well aware that Q's cooldown is decreased while W is active, but that doesn't mean that W deals more damage, it means you get to deal more Q damage.

And, W doesn't deal "major damage". W deals 25 / 30 / 35 / 40 / 45 (+ 40% AD) damage which, as I said, is pitiful unless you either A) go full AD which decreases your overall effectiveness or B) have an unrealistic number of passive stacks.

I challenge you to make a build that specifically lets Wolf deal respectable damage as well as attack fast enough to make use of it. Literally all you have to work with is total AD, attack speed (which is half-effective for Wolf), and passive stacks.

KilljoyX3 votes

{quoted}

Just so you know the 'dev who reverted the Nunu changes' is also the dev who's 'still trying to find the right buffs for Nunu and get the rest of the team onboard with them'.

He's not being forgotten?! I'm shocked.

I'd like to mention a few things...

  1. The nerf to his E a while back took the champion from nitch to straight up depressing to play. Your E was a 3 second slow. If you are unwilling to revert the duration nerf can we please have the AS slow increase with level? That would be one of the best possible buffs which furthers his identity.

  2. I'd really like to see the buff for eating monsters to scale based on either Q rank or R rank. 1% damage on autos at level 16 is not so great. This would further solidify his control style.

  3. Can we make his absolute zero start as big as it is now or 90% and make it expand a fair bit like anivia? Again this emphasizes his zone control which again furthers his identity as a control jg.

I'd love any reasonable change to nunu. The biggest problem I had was when his E changed he became markedly worse and it felt like a nerf which made him clunky to play since you cannot engage with RG or flash snowball any more.

Dino Nuggets1 votes

i completely agree as someone who was trying to make a low elo nunu jg to learn him to play him on my main but what i learned was that no matter how far ahead he can get he just falls off sure you can get your team early dragons but thats all. i feel he isnt worth in team fights if u cant get your ult off after a second or 2. its just meh dmg and the enemy can go on ignoring nunu after his ult. i feel like his w needs a complete rework like if he activates it he does like 5% of his max hp dmg for 5-10 seconds on monsters/minions while half that or 1/3 of that to champions let him do more than just power up an allies att speed

LegendmakerGX1 votes

THANK YOU I thought i was the only one experiencing that. I even bought the zombie Nunu skin and even when i get my team fed or me fed as nunu HE SUCKS SO BADLY LATE GAME that it is a joke how any one can even play nunu. Ap nunu is strong at the start but by mid and late game get ready to get deleted in a instant. The part I hate the most is in his couple of patch that feature nunu for some reason he get's a buff but at the same time has to compensate for it even thought with the buff he still sucks MID/late game. This buff he was going to get was so needed but I don't get why it was reverted...... I don't see Riot B.S lee sin buff getting reverted, I get to see the B.S reason why he is even getting a buff "He wasn't played a lot this split"..... Seriously we don't see LEE SIN FOR HALF A SPLIT and he gets buff instantly for world but for Nunu who never saw more then 5 plays in 7 years of LCS/LCK/EU he doesn't deserve a buff, Only person i see who can even play him was IwillDominate and that was even hard for him to handle too into late game.

stealthbonger4201 votes

I think Nunu's ultimate should stun for one additional second for each second it is charged and a stun on champions for his next auto attack every 30/20/10 seconds for eating epic monsters or scuttle crab. I am quite biased but could imagine his absurd AP ratios and his instantaneous wombo combo with Ryze's Ult as a problem. However, I think it can be agreed upon that he has an outdated kit that desperately lacks hard CC with an Ult that seldom feels rewarding building anything but full AP. I really enjoy his dominance in objective taking but have to admit he struggles in comparison to other tanks or mages when it comes to team fighting.

Dominick Destine1 votes

{quoted}

Just so you know the 'dev who reverted the Nunu changes' is also the dev who's 'still trying to find the right buffs for Nunu and get the rest of the team onboard with them'.

I hope that guy would "Revert" the Yasuo release.

He would be my hero.... in other words; NERF YASUO PLS RIOT.

Gora T1 votes

It's been 2 times Nunu's changes had been reverted, it looks like is kinda hard to buff him and not making him OP, Any chance Nunu would get a rework next season?

redfeenix1 votes

Do all Yordles have animal companions? Are they manifestations of themselves? Ie Lulu/Pix, Kled/Skaarl, and Nunu?

I would like a cool hero If could control the Yeti, through Nunu.

Decrit1 votes

I think not ( also pixes are not animals ). Probably is something they do to "beef up" graphically some yordles that have tanky roles. For example, Poppy has a big-ass hammer that makes her look bigger.

I really doubt for example that Veigar or Teemo will get anything like that.

redfeenix1 votes

Aah that makes sense thanks for the explanation

The Yetii Rider1 votes

The problem isn't Nunu's kit, it's the rewards for jungle monsters. They got lowered because of Devourer, but now that afk farming isn't the best strat you should revert the XP nerfs so that getting counter jungled is properly devastating.

stealthbonger4201 votes

Can u relay some info to them? I was a Nunu main until u threw him in the garbage. I think Nunu's ultimate should stun for one additional second for each second it is charged. His Q should just grant him 15 flat movement speed when he eats an animal type monster instead of on kill & a stun on champions for his next auto attack every 30/20/10 seconds for eating epic monsters or scuttle crab. I am quite biased but could imagine his absurd AP ratios and his instantaneous wombo combo with Ryze's Ult as a problem._ However, I think it can be agreed upon that he has an outdated kit that desperately lacks hard CC with an Ult that seldom feels rewarding building anything but full AP. _I really enjoy his dominance in objective taking but have to admit he struggles in comparison to other tanks or mages when it comes to team fighting. With help from the League of Legends community, I feel we can solidify Nunu as an objective-controlling tank with a more noticeable impact on contested objectives, unfortunately his recent time on PBE has not moved towards this direction.

Please and Thank You!!!

Jaygo413 votes

You're saying there's an absolute zero chance he redeems himself?

Akenero1 votes

Agreed, those were SO GOOD it's at least a way to make him useful :/

Bârd4 votes

They scared me a bit.

Up to an 85% attack speed steroid on up to three people (with some CDR) is something that could get out of hand fast.

Yasuo Azir Vayne Shyvana Nunu

KilljoyX1 votes

I'd love to see a snowball buff especially to the AS slow. I really would like nunu to be able to nerf any AD he comes into contact with.

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