A more or less educated feedback on preseason items

GelsominoKiller·11/7/2015, 3:24:08 PM·1 votes·455 views

Generally i think preseason changes are good and interesting, but some things actually leave me perplexed:

  • Random % damage reduction on offensive items: it's a tricky stat. Giving ADCs the ability to soak damage and resist burst is possibly going to break the game; this is particularly bad when this ability is avaiable on a good-for-everyday build. With a fair amount of caution it can be implemented without a devastating impact, but it's completely unnecessary to have in the game.

  • Ruining other classes' itemization for the sake of ADCs: this is what bugs me the most. When i think about trinity, i think about Hecarim, Vi, Irelia, Skarner, Jax, Nasus and Udyr, not Ezreal. What i'm supposed to be building on them now? Please, reconsider this change. You are ruining a core item to a large number of champions in order to bring a very marginal benefit to some very few specific individuals. Trinity should instead build out phage+sheen+stinger, staying the same as on live except for losing crit,ap and gaining 10% CDR. Maw and BC suffer a similar issue.

  • Grevious Wounds: with the new season coming, i for sure expected a nice rework on grevious wounds, but what we got is awkard. With 800 gold and ONE auto you can completely shut down every champ based on a self heal. As baffled as i am, i cant see how can variety be your goal with this change. You simply need to re-think and re-do a cohesive grevious wounds system rework.

  • Overadbundance of lifesteal: one of the worst feelings in this game is finally getting onto the enemy carry only to see him healing on you in melee range. I'm not even calling on balance here, i'm simply talking about gameplay enjoyment: if you want 50%+ life steal to be the standard, you need to implement some ways for tanks to apply grevious wounds too.

  • Tank items: as ADC get a (ridiculous...) 15% more damage on tanks and crit becomes omnipresent despite long-standing player feedback in the opposite direction, you're forgetting to adress tanks viability and actual counters to extreme physical damage.

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