I gotta say, 20% damage reduction for 4 seconds is pretty insane for dueling
Do we really need 140 − 378 (based on level) true damage on top of it
?
Do we really need 140 − 378 (based on level) true damage on top of it
?
"We need true damage on everything." -New motto of League of Legends
"If it doesn't work add true damage to it until it works"
"If it doesn't work add true damage to it until it works"
- Lead Designer Conqueror
I liked the idea of true damage being on Cho'Gath and a few other champions... Not everyone.
Conquerors could have been cool. Something like Fervor of Battle being brought back would be nice.
And yeah, I think that "add true damage till it works" is used on almost everything that fails to do enough burst.
Yeah we need a better solution for a bruiser keystone. Conqueror is "fine" for now until then, but it is definitely not a final solution.
I don't agree with bringing back Fervor though, there's a ton of bruisers who simply can't use it effectively and it favors fighters way more.
Yeah we need a better solution for a bruiser keystone. Conqueror is "fine" for now until then, but it is definitely not a final solution.
I don't agree with bringing back Fervor though, there's a ton of bruisers who simply can't use it effectively and it favors fighters way more.
Fervor is not perfect, no. But they could do something similar and build another rune for other types of champions. Or they could focus on just about anything but true damage and it would be fine.
Or they could focus on just about anything but true damage and it would be fine.
They could fix that right now on Conqueror while we wait for a better solution. Dunno why they couldn't just make it 20% pen.
I laugh every time a recommended build suggests blue smite
[{quoted}](name=Apostle of Light,realm=NA,application-id=3ErqAdtq,discussion-id=xyJyeG5B,comment-id=0001,timestamp=2019-01-21T10:19:40.374+0000)
I laugh every time a recommended build suggests blue smite
I like building blue smite on Kayn, because it helps someone like me who sucks ass at hitting his skills by allowing me to point-and-click my way into my ult and wait for my cooldowns to try again afterwards lol
On Rhaast red smite is clearly better
Decide:
Decide:
Don't need to decide because both are necessary when you want to do anything when your role gets you behind everygame because riot nerfs it over and over.
Twenty Percent is such a small amount. That's mathematically 1 / 5.
Think Proportionally at what that entails. It's basically taking 20 damage out of 100, you'll still get hit for 80 damage. You'll usually only have one single rotation of spells, then a lot of auto attacks in a duel the majority of the time. Most champions cannot auto attack 4 times in 4 seconds until very late in the match, so realistically it's not negating that much in a duel.
Also, you can only Smite one single target in a 14 second time period. That means the item doesn't save you at all in team fighting situations unless you were already durable enough to survive the fight to begin with. This item is just another one of those things that no one has half a brain to logically look at and do the math on how it actually works. Another complaint where the brainless attempt to prove how smart they are to everyone else.
Total shit post FYI. You did zero explanation or analysis of the relative power of the item, not one single supporting evidence. Just a complaint, matched with another complaint, about an item that literally has nothing wrong with it by the statistics and numbers.
Champ would do 2000 damage, 400 gets negated from a cheap item that gives infinite jungle sustain and a ton of true damage and vision. Hm
[{quoted}](name=Fízz v2,realm=EUW,application-id=3ErqAdtq,discussion-id=xyJyeG5B,comment-id=00050001,timestamp=2019-01-21T12:39:14.642+0000)
Champ would do 2000 damage, 400 gets negated from a cheap item that gives infinite jungle sustain and a ton of true damage and vision. Hm
Show me any match where you've seen someone deal 2,000 damage to a Jungler before 40 minutes?
Also I hope you realize that Armor and Magic Resist is capable of negating far more than 20% of a damage source. When considering gold per minute paired with sub-par purchases available for Junglers (Two items for 700g, no combat stats. Another upgrade into an item once again with no combat stats for another 300g).
Do the comparisons. With 1,000 gold spent on a Skirmishing Saber, you could have a Chain Vest or Negatron Cloak which will negate far more than a 20% single target reduction. You could also have almost 3 Longswords which would easily outdamage Red Smite. Both Blasting Wand and Fiendish Codex also give more per stat value.
Even if you want to go "late game" when players deal more damage, every single Jungle item falls off and is less effective late game. They're all mid game items with low effectiveness late game. Bloodrazor is a worse version of Blade of the Ruined King. Cinderhulk deals less damage than its counterpart Sunfire Cape. Warrior's enchantment is a much worse version of Maw and Death's Dance. Then lastly we have Runic, which is a much much much worse version of Luden's Echo.
Junglers make less gold and have far worse itemization, they are compensated by having extra effects on their Smite. In my eyes, it looks perfectly fine. There's nothing "overpowered" or "broken" about it. They take hits in other areas which are made up for by having a little sustain and survivability on their Smite. The Jungler's job is to be part of the game, so that they are not forced to AFK farm the entire match.
Tell me what you would rather see -- a Jungle who can only gank once per lane phase to prevent falling behind, or a Jungle who can actually stay healthy enough to gank and has enough damage to feel comfortable doing so?
There's always consequences for everything and if Riot removed anything from Red Smite Jungler's aren't even going to purchase Jungle items anymore. Instead you'll be seeing Jungle's who don't give a shit about anyone that just farm all game long to ensure that by mid to late game they have items to be impactful in matches.
Seriously, be careful what you wish for. Most of the people on these boards think they've thought about everything but reality is they don't know anything about what's really going to happen when Riot listens to the bullshit they are spewing.
[{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=xyJyeG5B,comment-id=000500010000,timestamp=2019-01-21T12:59:47.559+0000)
Show me any match where you've seen someone deal 2,000 damage to a Jungler before 40 minutes?
Also I hope you realize that Armor and Magic Resist is capable of negating far more than 20% of a damage source. When considering gold per minute paired with sub-par purchases available for Junglers (Two items for 700g, no combat stats. Another upgrade into an item once again with no combat stats for another 300g).
Do the comparisons. With 1,000 gold spent on a Skirmishing Saber, you could have a Chain Vest or Negatron Cloak which will negate far more than a 20% single target reduction. You could also have almost 3 Longswords which would easily outdamage Red Smite. Both Blasting Wand and Fiendish Codex also give more per stat value.
Even if you want to go "late game" when players deal more damage, every single Jungle item falls off and is less effective late game. They're all mid game items with low effectiveness late game. Bloodrazor is a worse version of Blade of the Ruined King. Cinderhulk deals less damage than its counterpart Sunfire Cape. Warrior's enchantment is a much worse version of Maw and Death's Dance. Then lastly we have Runic, which is a much much much worse version of Luden's Echo.
Junglers make less gold and have far worse itemization, they are compensated by having extra effects on their Smite. In my eyes, it looks perfectly fine. There's nothing "overpowered" or "broken" about it. They take hits in other areas which are made up for by having a little sustain and survivability on their Smite. The Jungler's job is to be part of the game, so that they are not forced to AFK farm the entire match.
Tell me what you would rather see -- a Jungle who can only gank once per lane phase to prevent falling behind, or a Jungle who can actually stay healthy enough to gank and has enough damage to feel comfortable doing so?
There's always consequences for everything and if Riot removed anything from Red Smite Jungler's aren't even going to purchase Jungle items anymore. Instead you'll be seeing Jungle's who don't give a shit about anyone that just farm all game long to ensure that by mid to late game they have items to be impactful in matches.
Seriously, be careful what you wish for. Most of the people on these boards think they've thought about everything but reality is they don't know anything about what's really going to happen when Riot listens to the bullshit they are spewing.
Lame. Jg is too powerful already. And you said name one jg champ that can do 2k damage before 49 mins. I can name more than one LMAO. Yi, tryn, eve, graves, twitch, Jax...should I keep going or do you now realize how dumb you sound?
Lame. Jg is too powerful already. And you said name one jg champ that can do 2k damage before 49 mins. I can name more than one LMAO. Yi, tryn, eve, graves, twitch, Jax...should I keep going or do you now realize how dumb you sound?
I said 40 minutes for one. Also, none of those champions are doing 2,000 damage. There is literally no champion that hits you for 2,000 damage except maybe Veiger, Nasus, or another champion with an infinitely scaling ability. Even at that, it's not until 40+ minutes into a match where they have items and have had time to scale.
For Elise it is a piece of cake to start popping people the minute she gets pen. She may not deal 2000 damage, but that’s probably because everyone dies before she can. Q-> W-> R -> E -> AA -> W (Reset) -> Q
Kills most people relatively easily.
[{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=xyJyeG5B,comment-id=000500010000,timestamp=2019-01-21T12:59:47.559+0000)
Show me any match where you've seen someone deal 2,000 damage to a Jungler before 40 minutes?
Also I hope you realize that Armor and Magic Resist is capable of negating far more than 20% of a damage source. When considering gold per minute paired with sub-par purchases available for Junglers (Two items for 700g, no combat stats. Another upgrade into an item once again with no combat stats for another 300g).
Name a smite that gives armor and magic resist.
There is no comparison to other items if you are building a jungle item because you almost have to as a jungler, the only comparison is red smite to blue smite...
I can tell you someone who can do a lot more.
.
Oh wait, did i tell one too many?
I can tell you someone who can do a lot more.
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Oh wait, did i tell one too many?
Link me a video with conclusive evidence that you have in ANY MATCH did 2,000 damage to someone.
I can GUARANTEE YOU 10,000% not a single one of them is capable of hitting anyone for 2,000 damage, probably at any point in the game. If you can even show me a practice session that you can hit 2,000 with any build, ANY BUILD, I'll be really damn impressed.
Maybe over the course of some amount of seconds, using a full combo, with several items, you might be able to pull it off. But you literally are not hitting anything for 2,000 damage.
Dafq are you drunk?
Hitting 2 k is easy lategame on a full burst combo, like Syndra does 2 k with a full ult alone.
Furthermore most of these combo´s play out in less than 5 seconds so the red smite duration has a great impact.
Pretty sure eve with a good ult does 1,5 k pretty easily later on when target has 30% or less, this with like .....600 AP.
So if she jumps out E-AA-Q-R then its already more than 2 k.
You wanted to say something?
2000 is nothing special for a burst dealer later on, rather its pretty damn basic and standard.
And i know for a fact that Zoe easily does 2k or more to a squishy with E-Q lategame.
Here are some clips in general. https://www.youtube.com/watch?v=im-3USlr-l4
This video has a lot of fed ones but honestly the point remains if you just drop everyone into lategame and assume the target doesnt have a lot of resistances.
Dafq are you drunk?
Hitting 2 k is easy lategame on a full burst combo, like Syndra does 2 k with a full ult alone.
Furthermore most of these combo´s play out in less than 5 seconds so the red smite duration has a great impact.
Pretty sure eve with a good ult does 1,5 k pretty easily later on when target has 30% or less, this with like .....600 AP.
So if she jumps out E-AA-Q-R then its already more than 2 k.
You wanted to say something?
2000 is nothing special for a burst dealer later on, rather its pretty damn basic and standard.
And i know for a fact that Zoe easily does 2k or more to a squishy with E-Q lategame.
You guys are talking about a full combo? That is more realistic if you are talking about using multiple abilities, you'd still need quite some items and levels before it'd be feasible. As for Zoe, she's similar to Nasus and Veiger, where her Q does massive damage, so I could see that. Even so, the fact that a champion can do a lot of damage doesn't mean that Red Smite should be nerfed.
"Oh I'm fed and this stat'less Jungler took away a couple hundred of my 2,000 damage" is not a reasonable argument to ask for nerfs on an item.
......I mean even if you scale the numbers down the point remains.
Red smite is honestly really powerful, perhaps too powerful.
But IMO we have way bigger problems to worry about than that x)
......I mean even if you scale the numbers down the point remains.
Red smite is honestly really powerful, perhaps too powerful.
But IMO we have way bigger problems to worry about than that x)
Also needing to be considered is this -- It's a team game, and there are two teams. Both teams are capable of having Red Smite. It's not like one team has some type of advantage the other team does not. I'm not just sitting around trying to be a hater to everyone here, it's just that regardless of how I look at it, there's no angle where Red Smite can be considered unfair.
Both teams can have it, hell even laners can take Smite and purchase the item (Unsealed Spellbook). If it's so extremely powerful, why aren't laners using it?
Many Jungler's cannot gank without it, because their early game is terrible. Master Yi probably being the most dependent on it.
Then we have the fact that it only works on one single target at a time.
If you Smite a player, you can't Smite an objective.
Even if you have two stacks of Smite, it has a 14 second cooldown after cast, so you can't use it twice in one fight.
It negates some damage, so what? We're talking about gold starved Junglers who are using a stat'less item for the first 10 - 15 minutes of a match against laners who purchase a full item with stats around that same time period. There's nothing can sell me in on this idea that Red Smite is broken.
[{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=xyJyeG5B,comment-id=000500010000000200000000000000000000,timestamp=2019-01-21T17:42:59.295+0000)
Also needing to be considered is this -- It's a team game, and there are two teams. Both teams are capable of having Red Smite. It's not like one team has some type of advantage the other team does not. I'm not just sitting around trying to be a hater to everyone here, it's just that regardless of how I look at it, there's no angle where Red Smite can be considered unfair.
- Both teams can have it, hell even laners can take Smite and purchase the item (Unsealed Spellbook). If it's so extremely powerful, why aren't laners using it?
Its not powerful enough to compensate for being a dead item for them x)
- Many Jungler's cannot gank without it, because their early game is terrible. Master Yi probably being the most dependent on it.
And this is bad as it kills diversity, nerf the item and if necessary, buff those who were too reliant on it to give blue smite some manner of purpose.
- Then we have the fact that it only works on one single target at a time.
Just like ignite and exhaust or barrier does, still very powerful.
- If you Smite a player, you can't Smite an objective.
No but i am much more likely to win a fight with that player and then size map control and hopefully snowball.
- Even if you have two stacks of Smite, it has a 14 second cooldown after cast, so you can't use it twice in one fight.
Not everything in the game goes down to the teamfights.
It negates some damage, so what? We're talking about gold starved Junglers who are using a stat'less item for the first 10 - 15 minutes of a match against laners who purchase a full item with stats around that same time period. There's nothing can sell me in on this idea that Red Smite is broken.
Gold starved junglers?
A good jungler has their upgraded jungle item 10 minutes into the game, this is the same time laners get cheap items like stormrazor or some lethality ones.
This only takes like 2 successful ganks where they get kills/assists or just get scuttlers and powerfarm.
You´re gona tell me that
is so inferior compared to say
or
?
You´re gona tell me that
is so inferior compared to say
or
?
Yes it's insanely worse. Like laughable worse
And how exactly do you grade this?
user beats anyone using either of the other 1s 1v1 pretty easily, because the smite on a champ active is strong.
Stats wise? Warrior has more 5 AD than ghostblade, same CDR but no lethality(which is weak early at any rate) and no movespeed passive&active but it does have 10% lifesteal against monsters, the smite dealing true damage and lowering enemy damage by 20% for four seconds.
Most 1v1 fights end before 7 seconds so having clear dominance in 4 is pretty powerful.
Compared to stormrazor?
Same AD, no attackspeed but CDR instead.
No passive letting the first auto every 3 seconds deal 140% damage.
But stormrazor also doesnt get any 20% damage reduction nor a true damage dot.
In my mind i cant see red warrior as worse at all, rather it outperforms pretty well since stormrazor is pretty weak on its own and lethality needs levels to get truly strong, and most of all, Warrior only costs 2600.
Now blue warrior i would consider much worse, but no way red.
Dafq are you drunk?
Hitting 2 k is easy lategame on a full burst combo, like Syndra does 2 k with a full ult alone.
Furthermore most of these combo´s play out in less than 5 seconds so the red smite duration has a great impact.
Pretty sure eve with a good ult does 1,5 k pretty easily later on when target has 30% or less, this with like .....600 AP.
So if she jumps out E-AA-Q-R then its already more than 2 k.
You wanted to say something?
2000 is nothing special for a burst dealer later on, rather its pretty damn basic and standard.
And i know for a fact that Zoe easily does 2k or more to a squishy with E-Q lategame.
https://www.youtube.com/watch?v=im-3USlr-l4
This clip has a lot of fed ones but honestly the point remains if you just drop everyone into lategame and assume the target doesnt have a lot of resistances.
To your video, most of those are not realistic. The Yi has a full build in 20 minutes (he still didn't do 2,000 damage even with his full combo, you can see the damage numbers). The second one with Ori, those targets are half health that she ults. The third with Sona, Sona is level 9 and only has about 60% of her health (which means she has about 600 health).
At any rate, I fail to see how any of that makes Red Smite broken.
True, yi didnt manage to do 2000, because cait only had like 1500 health, had she had 2000 then yi would have gotten the chance to do the remaining damage with his next auto.
But the point in case is, red smite makes you basically auto win duels against a opponent that doesnt have it, true damage dot+the damage reduction on a opponent is absolutely devastating-
This ensures that blue smite is never taken, because the red smite can just winvade and screw the other one over whenever if that is done.
Sure i cant smite a objective if i smite a player, but i can kill the player and size map control with it, snowball too.
Junglers make less gold and have far worse itemization, they are compensated by having extra effects on their Smite. In my eyes, it looks perfectly fine.
That's the point. Junglers don't deserve any compenstation for their smaller gold gains and less stat-efficient items, because those two things are supposed to compensate everyone else for inherent advantage junglers have in solo Q with their priviledge of being able to apply pressure around the map and securing end-game objectives.
That's the point. Junglers don't deserve any compenstation for their smaller gold gains and less stat-efficient items, because those two things are supposed to compensate everyone else for inherent advantage junglers have in solo Q with their priviledge of being able to apply pressure around the map and securing end-game objectives.
I highly disagree. You're essentially saying that Supports don't deserve items because it's not their job to deal damage. You don't blame the role and items when it's the imbalance of champions and keystones that are breaking the game. There are some champions who are very powerful with red smite (such as Xin Zhao or Master Yi), but a few champions doesn't mean all of them.
On many champions it's not even worth buying a Jungle item past Machete. That's why at higher tiers there's a drastic decrease in the amount of champions used in the Jungle. At any rate, the Jungle item has absolutely nothing wrong with it. If the people on these boards think otherwise oh well, I mean down vote or do whatever, but you aren't fooling myself or Riot.
Level 11
hits R....while naked.
[{quoted}](name=Rainbow Slayer,realm=NA,application-id=3ErqAdtq,discussion-id=xyJyeG5B,comment-id=0005,timestamp=2019-01-21T12:25:32.399+0000)
Twenty Percent is such a small amount. That's mathematically 1 / 5.
Think Proportionally at what that entails. It's basically taking 20 damage out of 100, you'll still get hit for 80 damage. You'll usually only have one single rotation of spells, then a lot of auto attacks in a duel the majority of the time. Most champions cannot auto attack 4 times in 4 seconds until very late in the match, so realistically it's not negating that much in a duel.
Also, you can only Smite one single target in a 14 second time period. That means the item doesn't save you at all in team fighting situations unless you were already durable enough to survive the fight to begin with. This item is just another one of those things that no one has half a brain to logically look at and do the math on how it actually works. Another complaint where the brainless attempt to prove how smart they are to everyone else.
Total shit post FYI. You did zero explanation or analysis of the relative power of the item, not one single supporting evidence. Just a complaint, matched with another complaint, about an item that literally has nothing wrong with it by the statistics and numbers.
We all understand the math...you just don't understand the impact of 20%...and the fact that you have the audacity to insult everyone and basically call them idiots for pointing out how broken red smite is...just wow
We all understand the math...you just don't understand the impact of 20%...and the fact that you have the audacity to insult everyone and basically call them idiots for pointing out how broken red smite is...just wow
Sure I don't understand at all. Jungle main, played mostly Nunu and had a 60% and higher win rate the entire season. I currently have a 64% win rate playing Riven Jungle. Oh and before you have the audacity to say it's because of red smite, I don't upgrade my Jungle item. Do you know why? Because the Jungle items are literally garbage. They are weak, they don't scale into the game, and outside of the 350g to get the EXP bonus, there's absolutely no reason to buy them when they're worse versions of other items.
I've played 50 games on the new account I just made, starting from Iron 4, I'm sitting around 1750 MMR. Just made it into Silver the other day, and I currently have a 60% win rate so far. You can tell me I don't know what I'm talking about, I'm trash, whatever. I've been playing against Gold players since Iron I, and I'm still winning consistently. A few matches ago I went 23/2/6 as a Riven Jungle.
So yes. I do think that anyone who believes Challenging Smite to be broken a complete idiot. It's not broken at all, there's absolutely nothing special about it. Do you know what's broken?
How about this item:

Do you know what the global win rate on that item is as of this patch? It's 57.0%. It's one of the highest win rates of any item in the entire game currently.
I don't see anyone on these boards complaining about it however.
Do you know why? Because the people on these boards are just clowns complaining about anything they lose against. I don't care if that feels insulting to you, it's the truth. Almost none of the posts on these boards use real statistical data to back their claims. They're all posting about things making them rage and hoping others will hop on the band wagon. So yes, once again, I think most of the players on these boards are complete idiots.
You realise the passive effect of Death's Dance is literally to delay 30% of all damage taken. Not a significantly higher amount than the 20% on Red Smite and unlike Red Smite you still take damage after the smite wears off. That's before mentioning Red Smite is only 650 gold once you factor in the 350 you have to spend on a jungle item anyway while Death's Dance is 3500 gold meaning you wait a significantly longer time than Red Smite to get any defensive benefit. Sure, the defensive benifits from Red Smite are lower than Death's Dance (unless you build Cinder from it) but it also costs only 1k gold, less than 30% the price of a Death's Dance, even less when you factor in the price of your starting item.
Its power comes primarily from early game, where you'll likely either be targeting one person or have 1-2 people targeting you. In the first case it adds more damage than any other item you could spend 650 gold on with a few edge cases, Riven is actually one of these where her AD ratios are high enough that two longswords can be better if you land enough AAs, but even there the defensive benifits of Red Smite put it over the edge in most cases. The simple fact is in the early game 140-200 true damage is a lot and it's hard to get that sort of damage out of items. Additionally a 20% DR makes or breaks duels, if you have say, 800 HP in a theoretical situation and your opponent's combo deals 500 damage + they AA for 75 then without red smite they kill you in 4 AAs, if you Red Smite before their combo it takes them at least 6 AAs even if no reduction is applied to a single AA. That's extremely significant.
Do you know what the global win rate on that item is as of this patch? It's 57.0%. It's one of the highest win rates of any item in the entire game currently.
People only buy Death's Dance when they're winning. That's why. If you're losing you're more likely to take an item that's less expensive or a defensive choice to try to avoid being knocked out of the game.
Of course Red Smite has a significantly lower win rate. It's a standard choice for almost every if not every champion in the jungle. If both junglers buy an item in almost every game it inherently stabilises at a 50% winrate since one has to win and one has to lose.
Just posting stats isn't enough, you also have to understand how to interpret stats. It's rarely as simple as 'the best thing has the highest winrate' unless we're talking about specifically champions who are really out of line. Even in the case of really overpowered items they tend to be close to 50% winrate since there's a high chance that both teams will build them. Niche items designed to make you win a game you're already winning harder will get the best winrates while items designed to stop you losing games you're already losing will get the worst simply because most players will only buy them when they're already winning or losing respectively, and the fact that they're already winning or losing has a bigger effect on the game than the items themselves.
20% damage reduction and still you get oneshot.
This game has devolved beyond recognition.
How to resume it : AD Assassin jumps in, get smited, deals nothing, get oneshot hahaha this game funny xdxdxd...[zombie-brand-facepalm]
Idk, I think it’s pretty useless because it doesn’t reduce true damage :^)
Defense is wayyyy too strong right now we absolutely need true damage to balance things out :^)
They're nerfing it, aren't they?
Yes. In less than 24 hours, in fact.
I started taking red smite even on tank junglers like cho then wondered how I was getting people low so fast, I only took it for the damage reduction since catching the enemy wasn't really a problem and that useless slow / speed buff on blue smite doesn't do anything against someone who has actual mobility.
That is indeed very strong. I've always wondered why it hasn't been nerfed
"We realize damage is to high". Adds more true damage.
[zombie-brand-facepalm]
"We realize damage is to high". Adds more true damage.
[zombie-brand-facepalm]
Skirmisher has been that way since its inception you ginny.
Dmg reduction doesnt affect true dmg so... :^)
the on hit true damage was better. 'but then aps cant use it' aps get saftey measures in kit that ad fighters can only dream of.