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FF and gating

Earl Eulrich··2 votes·729 views

I think right now the Gating of FF is not the best idea for this item, though I like it´s design and goals to make carry-junglers more viable. But the Gating through farm has two major disadvantages:

  • it snowballs really hard in either direction
  • it promotes passive play instead of interaction

So what i would like to see is kind of the RoA-gating...having it scale up over time like e.g. wriggles needs 10min to turn into FF and then gains 1stack/2min. That would solve both above problems, as players now would have to interact with other players to gain an advantage instead of just playing the PvEgame and farm up all day - and it wouldn´t snowball in either direction, as time doesn´t care about mapcontrol..while still offering a good lategame for carry-junglers.

5 Comments

Angry Monster1 votes

the whole point of the item is for farming to be a viable option for junglers.

and one stack a per 2 min is a horrible stat.

Earl Eulrich2 votes

numbers obviously always could be tweaked...and it would still promote farming (but in a more sensible way) due to the gold-gain-passive it offers.

And I think if the item really should only promote passive farming it would be better to just get rid of all junglecamps and go for a 2-1-2meta, at least that´s more interactive (which is a main designgoal of Riot i have thought).

Lavantant1 votes

2-1-2 is a shitty idea for so many reasons im not even going to bother addressing this

the item is already "meh" unless you just let the person farm their jungle and snowball into infinity(taking about 20-30 min to get as powerful as a Bloodthirster from the time the item is bought) this is the nasus, sion, thresh, and veigar issue all over again, they are there to tell you to not take an hour long game when really games only should last about 25-30 min, so yea they get really powerful if you let them farm endlessly but thats because its to stop games from going on forever

the reason the gold-gain was given was because junglers never end up with enough gold, just like supports they're not given an easy way to get gold safely without pissing off the rest of the team

Sire Hippington1 votes

I don't think timebased stacks are the answer, as it would allow some heavy lategame champs with that item(xin, ww...) to savely reach critical mass by just stalling the game, and it would also become a increadible cost-efficient joice for toplaners, wich already have a much higher goldincome than junglers in average.

I think u should gain stacks from kills/assists for the transformation into feralflare aswell to promote interaction.(currently u need 30 big monsters for the transformation and then kills/assists start counting for stacks)
The base stats of wriggles could recive a small nerf to give a clear disadvatage in the early to make up for the late, and it definitly needs a hardcap somewhere, like at 40 stacks, wich still would be 70dmg and 50 heal per hit, wich is pretty damn strong ontop of 15ad+35%as+free longranged ward+gp-10 for 1800g.

The current wriggles/FF definitly needs a chage, if 1 jungler got the lantern and the other not, u either have a stomp early, or the lantern will scale to critical mass so the no-wriggles team got an experation date, the early stomps are a realy poor experience for the other players in the FF team, the experation date is a bad experience for the team against FF(part of the reason why many complain about Yi/Nasus/Jax/Yasou). If both teams have FF, the team with the better early usually wins, as they will gain mapcontrol and channle alot farm(stacks) into their jungler, while the other jungler needs to help his lanes and is prone to counterjungling, makeing him miss out alot stacks. With a cap, u could still push early advantages, but the enemy can eventually catch up later if he holds the line as u won't scale into infinity, and with kills/assists giving stacks for wrigles u wouldn't get punished for helping ur mates.

KrawMagraw1 votes

This isn't the answer to Balancing FF at all.

A. by using an RoA gating method you simply create a ticking time bomb.

B. RoA gating removes any counter-play to the current gating method, which has been balanced out fairly well with 4.6, though I would like to see only camps after you get madreds and up count.

C. This doesn't actually solve FF Infinite power curve which is the biggest issue. I.E. Capping stacks at 20-30 would balance the item out to proper proportions.

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