Sunfires sucks now
Needs a tower takedown activation or a damage mitigation from hitting enemies.
Needs a tower takedown activation or a damage mitigation from hitting enemies.
i wish theyd remove it from the recommended item lists for the champions im playing. i dont even want to see it right now.
the aura is laughable. if they want to solidify the thing as a waveclear tool/damage source to non champions for tanks, they should have it deal max % hp true damage against minions and monsters imo.
at least this way, it would have a nieche to allow tanks to contribute with damage to jungle monsters and super minions.
Yea that would be better
My biggest grievance with the item right now though is the small aura size which originates from the center of your model Try playing cho gath get some stacks and oh whats that you can't damage anyone anymore becasue your model is to big :S
Other big champions suffer from it as well, they just get the tiniest aura
Before the change i could hit an entire minion wave when playing sion
Now i can hit maybe 3 if im lucky
So it is way way worse for waveclear as well atm
I think they should have just nerfed the health to 425 and made it cheaper and let it sit at 50 armor to make the other defensive options stronger for defense to generate a trade off for the damage you get
And then go from there, the 42 damage at level 18 wasn't even much of an issue considering magic resists it would take forever to actually burn bpeople down with teamfights lasting 5 seconds you would be lucky to deal an extra 150 damage
Yea that would be better
My biggest grievance with the item right now though is the small aura size which originates from the center of your model Try playing cho gath get some stacks and oh whats that you can't damage anyone anymore becasue your model is to big :S
Other big champions suffer from it as well, they just get the tiniest aura
Before the change i could hit an entire minion wave when playing sion
Now i can hit maybe 3 if im lucky
So it is way way worse for waveclear as well atm
I think they should have just nerfed the health to 425 and made it cheaper and let it sit at 50 armor to make the other defensive options stronger for defense to generate a trade off for the damage you get
And then go from there, the 42 damage at level 18 wasn't even much of an issue considering magic resists it would take forever to actually burn bpeople down with teamfights lasting 5 seconds you would be lucky to deal an extra 150 damage
I won't even take it on Sion anymore, it's fucking terrible. But you know what isn't terrible on Sion? The Fellowship build
What's the fellowship build?
What's the fellowship build?
Three Dorans Rings xD
There are a lot of tanks that are going this build early. It's a bit awkward on Sion, but if you're good at landing E's, you'll get solo kills out the ass. Tanks it works on include Gragas, Maokai, Nautilus, Galio
ah yes or stacking
&
like singed does works great
Havent done the lord of the rings build in a while
though analbead sion works very well too it's the same but stacking well beads
but will try rings sion again since i land about 75-90% of E's depending on how well my opponent can dodge them should be fun maybe ill even make a 20 mpen runepage for it
Remember also every champ gets mr/level so it actually becomes worse as the game progresses.
Yea that would be better
My biggest grievance with the item right now though is the small aura size which originates from the center of your model Try playing cho gath get some stacks and oh whats that you can't damage anyone anymore becasue your model is to big :S
Other big champions suffer from it as well, they just get the tiniest aura
Before the change i could hit an entire minion wave when playing sion
Now i can hit maybe 3 if im lucky
So it is way way worse for waveclear as well atm
I think they should have just nerfed the health to 425 and made it cheaper and let it sit at 50 armor to make the other defensive options stronger for defense to generate a trade off for the damage you get
And then go from there, the 42 damage at level 18 wasn't even much of an issue considering magic resists it would take forever to actually burn bpeople down with teamfights lasting 5 seconds you would be lucky to deal an extra 150 damage
Sunfire damage to champs was lowered to prevent it from synergizing too well with new Abyssal Scepter.
which would have added like 4 damage
in which case they could have just lowered sunfires damage by 4 and be done with it
The whole point of the tank update was to reduce tanks' damage so their durability could be increased without worry.
[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=z0l1vYps,comment-id=00000000000200000000,timestamp=2017-05-06T20:04:49.393+0000)
The whole point of the tank update was to reduce tanks' damage so their durability could be increased without worry.
and yet I feel no difference about my durability in game
I feel a little squishier honestly. But I blame that on salt.
same, i feel more squishy then ever
in fact it feels shit to not have an early mid or lategame
That would make sense if they didn't lower health at the exact same time.
Yes, their original goal of increasing tanks' scaling health per level to compensate the nerfing of items was a smart one, and we can only speculate as to why that change was discarded in March.
Only problem with that is how it interacts with super minions (who have significantly more health), which would probably be too strong on a tank (or anyone trying to defend base late game).
Otherwise sure.
the aura should definitely start from the edge of the model. i think one thing that could be done is to intensify it based on max hp. if it's supposed to be a tank item then that's the easiest way to solidify it as a tank item. some fighters will still buy it, but relatively speaking most fighters cant build a lot of hp without sacrificing their trading potential.
- base immolate item.
- builds armor
- health and more health
since bamis cinder cant build into anything else at the moment i dont see why it wouldnt have a max hp stat scale. sion and chogath have unlimited stacking i guess is the only reason. basing it on champion level limits its use so much that it is only effective when using combinations of items.
. go stand in the middle of a minion wave and hope no one sees you. i guess.
Maybe it should do some damage. Crazy thought right? Having an item with a passive that isn't literally nothing.
Everything about this midseason patch has been a heaping pile of dog shit TBH.
I love how none of you are understanding what Riot is doing to it. As a top laner, I can say as a fact that if someone bought Sunfire last patch, they would win most 1v1s because of the extra damage Sunfire was dishing out. If I'm against an AD top laner, I'm not stacking MR which lowers Sunfire, I'm stacking armor which dosen't lower Sunfire.
Riot is changing it from the brainless-almost-auto-win-1v1 thing to a pushing power item instead. Whenever you seen someone build a Sunfire vs you, 9/10 times you would go, "Well I can't fight that anymore".
And it's honestly sucking as a push item because it scales later (where damage dealers push way better) and has a lower radius than before.
I'd rather it be a scaling push item than a brainless win item.
I'd rather it be useful than pointless. But hey, I guess I just like my items to not suck.
Weird right?
It isn't pointless, it's filling a purpose. People abused Zz'Rot for lane freezing when that wasn't the item's intended purpose so they had to adjust it to give it a proper place again. With Sunfire it was to auto-win in trades so they refocused it as a pushing item instead.
It's not like your entitled attitude has a lack of damage Riot gives away for free.
My argument is that it is a shitty pushing item with how I am understanding its range cut.
I do not care about its damage to champions anymore. Will I miss it? Yes, I will miss it a lot. It was my favorite item for that reason. But I accept it is not that anymore, it is a pushing item.
I expect it to be good at pushing, but the low range makes me have my doubts at how useful of a pushing item it is.
Sorry if that sounds entitled.
When you're pushing you're either standing on top of melee minions or between melee and ranged minions, current Sunfire has no issue with either one of those things at all because when standing in the middle it will still hit both melee and ranged minions.
It should realistically scale with champion size, because oftentimes tanks are the largest champions in the game and have items that increase their size. This reduces the effectiveness of sunfire on the champions who are meant to buy it, making it a generally suboptimal purchase ON THE CHAMPIONS WHO ARE MEANT TO BUY IT.
Remember that at the point this item should be best, mid-lategame split push and waveclear, other champions and in fact other roles do the job better.
I stand by my statement that, if they must reduce the damage to champions and decrease the range, it should scale based on champion size instead of being a flat distance.
Hell, I'd settle for it's range to scale with level. It's just too short right now.
Range with level is a bit odd, only one other object in the game's range scales with level, and the champion who has that is generally balanced very oddly because of it.
I'd prefer if the damage scaled harder with level, or potentially had an increased tick rate with level making it better at pushing stationary minions, but worse in dynamic teamfights.
Okay, I'm sorry, but I'm calling bullshit here. New Sunfire cape's damage is 12-29 compared to it's old 26-49, but it does 200% more to minions compared to 50% more, so to minions the damage is 36-87 from 39-64.
So the equation works like this 36 x 2.83x for the new, and 39 x 1.38x. At level six, new sunfire does 53 damage (36 + (2.83 x 6)) roughly, with old sunfire dealing 47 damage (39 + (1.38 x 6)) roughly. Without exact math, they break even by Level 2, where you most likely don't even have a Sunfire's anyways, and from there it's a net buff to it save the range.
.#math
Yeah I'm not complaining about the numbers. Turning it to be more effective against minions and monsters was an idea I eventually supported.
Cutting the range was not something I supported or was even aware of when they were testing it. Frankly, it pisses me off because it feels a lot short in radius. Which honestly makes it look like a poor pushing tool.
This isn't even pointing out how unlikely as a tank late game you'll get to have a massive minion wave to yourself before the ADC with hurricane comes and takes it all. The best I could do is split push, BUT IF I AM SPLITPUSHING THEN I AM NOT WITH MY TEAM TO PROVIDE WHAT A TANK PROVIDES! Outside of Shen, that's a problem.
You get my issue?
How many Teemo's is 75 units?
Idk. If I'm wrong on the range then I'll blame it on salt and not having much time to test it (busy past few days).
75% of a teemo, 0.75 teemos, 3/4 of a teemo.
If it helps, riot introduced a system not too long ago that would automatically place wards in bushes if they were accidentally planted outside of them.
That was about 25 units.
If 1/4 of a teemo is a big enough difference for them to make a change, 3x that is at least 3x as important.
I love how none of you are understanding what Riot is doing to it. As a top laner, I can say as a fact that if someone bought Sunfire last patch, they would win most 1v1s because of the extra damage Sunfire was dishing out. If I'm against an AD top laner, I'm not stacking MR which lowers Sunfire, I'm stacking armor which dosen't lower Sunfire.
Riot is changing it from the brainless-almost-auto-win-1v1 thing to a pushing power item instead. Whenever you seen someone build a Sunfire vs you, 9/10 times you would go, "Well I can't fight that anymore".
What physical damage dealing champion besides Poppy or Sion did this logic even apply to? Literally anything that built Sunfire Cape did mostly magic damage, and Poppy is the only tank that dealt only physical damage
[deleted]
I wouldn't say tank items are OP right now. Visage gives less health than its components for fucks sake.
Visage also gives more MR and a pretty massive 30% healing bonus. I would take that over 75 HP anyday.
It gives less base stats than its component items. Does that not seem a little messed up?
That part is pretty stupid. The cost and health of the component(s) should be reduced. Reminds me of when Rylai's gave less health that components after the nerf. Spirit Visage is pretty OP imo. It's still crazy stat effecient, just check out the wiki. Great passive too (I buy it every game on Garen and Mundo. Also old Ryze).
That I'd be fine with because it's really dumb how it builds now.
It's 2017 and you still can't toggle it off under tower.
Yep, I've pretty much stopped building it altogether.
I think the most sucsessful substitutes I've tried were frozen heart and deadman's plate.
The move speed from deadman's is useful as is the bonus damage at 100 stacks. The problem is only mana sustain, so I often get it with a corrupting pot and even a doran's ring.
Frozen heart is good in certain match ups , but I've found its usefulness is far too low against true damage and armour pen.
Every other item in lane is pretty bad tbh, and riot didn't seem to have thought of that when they nerfed the hell out of sunfire.
Guess they only wanted tanks to be good in mid game. Where everyone else gets two phases.
I think they intended to reduce the midgame power of tank items in order to shift that power into the power curves of individual tanks themselves.
This means we may see buffs to the likes of sion in terms of earlygame damage or shielding such as 6-10% to 8-10% hp on w or 70-210 to 90-215 damage on e.
The balance team at riot quite definitely knew they were going to send every tank in the game that they hadn't updated down in winrate due to item changes, but they can't fix them without knowing what to fix first. So, for the next 6 months or so, we need to endure having a bad time playing the game so we can have a more balanced game that we might not be playing at that point anyway.
good, item was broken for so long. any tank champ top lane buys its component part and instantly wins the lane, glad to see it reduced against champs and more for minions
I'd be ok if they didn't reduce the radius to be pointless.
How about it deals damage to structures?
Or how we make the range 550?