My perceptions of Preseason so Far

masterdragon481·11/13/2015, 6:18:50 AM·1 votes·201 views

Hi all! I just wanted to start a discussion of things that I think need adjustments for next patch. I have gathered this opinion from playing games and am curious what other people think.

First things first: we need some detection back in the game. As it stands, you must always have a pink ward in your inventory if you are going to combat a stealth champion (unless you pick lee sin) or you can't combat the stealth champion. This means that you might need to choose between getting an item component or a pink ward which is incredibly powerful and borderline unfair to try to play against. I also don't think pink wards are as effective a counter as the trinket was, making it even harder to deal with stealth champs.

Second: The infamous Warlords Bloodlust. This mastery gives too much sustain and combined with essance reaver (more on this item below) gives adcs the ability to never needs to back short of buying items. I would suggest that this mastery gets the same treatment that every other keystone mastery has; make it apply on champion hit only. I don't really see why it doesn't function like that to begin with.

Next up is Essance Reaver. This item is a one buy wonder for anyone buying it; cdr and mana sustain and with Warlords, heath sustain as well. Its too good. Now i realize that I have already called for a Warlords nerf, so I would be willing to wait on nerfs to this item to see how the Warlords change pans out.

Fourth up is Graves. He is incredibly mobile in the late game, tanky, and has incredible damage. Again, I would want to see how changes to essance reaver and the Warlord mastery affect him before any serious nerfs (since we don't want to over nerf). I would, however, suggest a nerf to his Q ratios. With a fairly small amount of AD, he is capable of one shotting entire minion waves with just the spell; thats a little too well scaling.

The last topic i want to talk about is the changes to minion damage when one team has level/tower advantages. This can REALLY snowball a game (which I don't know is always a good thing), but before I say anything about what I think should happen with it, I'd like to know a little more about how it works. Does "average level" mean the average of the levels or does it take total exp into account? And is there an acceptable range where the minion damage would not trigger?

The reason I am asking these questions is this: while I agree that early game teams should be able to get advantages to help them end the game quickly, I don't think it should be "pick early game champs and win the game." Late game comps need to have the chance to get their power spikes. With that in mind, I like the direction this is going in. However, natural exp differences exist in every lane (for example, jungler ganks, forces you to back , you end up getting levels later than your opponent, but within one or two minion waves). If the exp difference is so small, will one team have an advantage? If so, I have a problem. That isn't a big enough reason (in my mind) to give any team an advantage.

In any case, regardless of how the minion damage works, I would like the ability, maybe somewhere on the tab screen, to see which team currently has the level advantage (or more specifically whos minions are getting buffed) and by how ahead is that team. I feel this information is necessary when deciding to trade objectives or when setting up lanes to push over time (to set up for a play on the other side of the map).

Anyways, I hope I can start some interesting conversations and debates about the opinions I have mentioned here. Thanks for reading!!

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