Feedback on 3.14 Patch

WuffleWuffle·11/22/2013, 11:57:02 PM·6 votes·1,256 views

Hi,

Just giving my 2 cents as a person who mains jungle in solo queue and in ranked 5s, as well as a person who simply plays LoL.

Masteries

  1. It has not been clearly definied what spell damage is vs. a spell, so some of the offensive masteries are a little confusing.

  2. The Bandit mastery bugs me. It should read: "Gain gold each time YOU attack an enemy champion." I originally thought that maybe your duo lane partner could make you gain money.

  3. I dislike the Offensive Mastery tree. If you play an AD champion, you have no choice but to take one point in some other tier 1 or tier 2 mastery in order to get to Martial Mastery after maxing out Fury and Brute Force. This bothers me because I don't necessarily want any of the others. I can then max out out Executioner and Warlord; but then, I have to stop again to take a point in something before I can move to 5th tier (Devastating Strikes), where I must stop again to take a point (most likely Frezny/Arcane Blade) in order to get Havoc. http://preseason.na.leagueoflegends.com/en/masteries.html#1RBmJMWiS.4dq2gsb00.0.0

The Offensive Mastery tree is much simpler for a straight AP mage. Although the random point at the tier 2 level still stops you from getting Arcane Mastery, a point in Brute Force or Butcher is fine. Arcane Blade is an easy choice at the end level. http://preseason.na.leagueoflegends.com/en/masteries.html#96H1GLHk.16V5_uM00.0.0

  1. Manaless champions who like to dive into utility have to take Improved Recall or the Trinket Range increase, plus movement speed (which is probably a given). I don't think this will change, but it'd be nice to have something else to take a point of before getting to tier 2.

  2. I'd like more mastery pages since there seem to be more options for pages that are like 7-0-23, and such, now.

Jungle

Overall, I like the direction the jungle is going; and the Wight camp is awesome. But...

  1. The levelling of the jungle monsters is really aggravating. As a person who could say: Gee, with 200 health I can easily kill the wraith camp - I can't do that anymore. I'm not sure what the damage/health of the camp will be unless I get to see it; trying to figure out what level they are from the average is somewhat annoying to it. (Yes, you can click on them, but then you have to see them to do it).

  2. The levelling of the dragon is incredibly aggravating. When you're fighting it or right next to the thing about to fight it, it shouldn't level up and/or gain maximum health. We ran up to it and it had 5.9K health - and then it levelled and had 6.3K health.

  3. The jungle items don't really assist you too much. I had the Spectral Wraith yesterday, but the CDR % it provides and the ability power it provides is not as strong as a combat item. Sure it kills monsters fast, but the extra +10 GP only applies too little, and you have to rush it to get any benefit. It provides some utility to ganks, an the +40 GP is nice - but it doesn't help from behind - it only helps if your lanes are even or are winning - so it's a snowball type of item. Plus, at the 30 minute mark you might have gained about 1000 GP from the thing - that's significant, but I keep looking at an item like Avarice Blade - it stands to make you more. Wraith camp, for instance, would give you an extra 8 GP, and it has passive gold, so it works while waiting to gank, and etc., plus it works on minions when you have to lane cover. Starting Doran's Ring/Longsword/Armor/Doran's Shield almost seems more effective than Machete given the setup at the moment, because your early ganks will be more effective, anyway. I end up selling the jungle item every game for something else almost every game, if I can afford to do so. And I don't want to rush my jungle item as a jungler - I want to stop to pick up faster boots, perhaps get my BotRK, Warden's Mail, Liandry's, or something - so I can gank more effectively.

  4. Could you separate the income gained, similar to the support Ancient Coin item - to determine how much money we get from jungle items from champion kills/assists and monsters, so we can more effectively track how the item is doing for us? That will help us provide more accurate feedback.

Supporting

The new gold income items are pretty neat, and it's nice to be able to pick up more items. The trinket warding allows us to have Sighstone and the Totem trinket, and not have to buy any more wards. Upgraded Sighstone and upgraded Totem trinket maxes out our warding, although buying additional pinks is a good idea while the Totem is on cooldown.

  1. I don't like the spellthief blade. It seems too weak compared to the other two as a gold income item.

  2. Could you please show the range on the Ancient Coin items if you hover over it, so we have a better sense of how close we have to be?

Stealth

You need to increase the range on pink wards. I like playing Evelynn, but now with the new visible pink wards, it's pretty easy to see where they are placed and avoid them. I don't think you need more of them or to decrease their cost if their sight range is increased, though. She might kill the ward but you've stopped the gank, so that's alright.

You do need the range increased not only for Evelynn, though, but for champions like Rengar and Teemo (shrooms). Stealth champions have an indirect buff this season, and I know you've stated you're watching it. I'm patient enough to wait for it.

But please don't change Eve's stealth mechanic, unless you're willing to change all the others as well; it's her core characteristic.

Thanks for reading!

10 Comments

Ntencti11/23/2013, 1:18:38 AM3 votes

TDLR: Your patch is fucking dirt

MungoGeri11/23/2013, 7:02:39 AM2 votes

Good comments, Wuffle.

My feedback on masteries is it seems like the first 9 points in each tree aren't very good. In trying to build some sort of 21-9-0 build or 0-21-9 build, it really didn't seem very good. I ended up putting more points in the specialty tree and maybe only a couple in a different tree (CDR or mana regen). Putting a few more useful masteries at the early stages of the trees would be helpful.

Adrenal6land11/23/2013, 10:06:11 AM2 votes

Ive actually been rushing wriggles on every jungler for the ward and the extra gold but i noticed its becoming impossible to gank any lanes. i dont mind them trying to balance the game but changing the jungle every few months just makes me have to sit down and change my whole strat every time i log on.

i have NOT been having trouble keeping up in level, ive actually noticed if you change your jungle path to take the ghost thing, you can reach a fast level 4. or still do your normal level 3 route with ur level 3 gank delayed by only a few seconds. i think the problem is junglers are getting stuck in the jungle cuz they see an extra camp and a possible fast level 3, or 4, or 5, or 6! etc etc etc

Rayre11/23/2013, 10:44:08 AM2 votes

I also think that the jungle is a little harder to go through now, making previously viable junglers not viable anymore. Especially early jungling.

HitYouInTheFace11/23/2013, 5:36:10 AM1 votes

Great post, I have been frustrated with many of these problems as well.

Question: have you, or anyone else, experienced a new rise of bot lane duo's being a kill lane rather than an adc and a support? I have lost 2 games in a row due to being a adc & support VS 2 AP carries. AP carries, IMO, have much higher damage early game than an adc does (typically, im sure there are exceptions). These gold items are giving an unfair advantage to kill lanes and weakening the role of ADC. AND with the huge nerf of Doran's for ranged champs, I am not able to stay in lane long enough to counteract the snowballing kill lane.

Im hoping riot will come out with some new items for ADC's for season 4 that offer some sustain (MR & armor, or something more unique - either would be nice).

bahamutkaiser11/23/2013, 10:54:14 AM1 votes

I noticed you avoided double edged sword and dangerous game, both of which seem to be easy choices to fill a slot. double edged sword is going to offer a lot more potency to a carry than handicap... it's more detrimental to a tank or bruiser because they actually have a balance of offense and defense, but most of them are also melee getting superior benefits.

Not every mastery is that spectacular, but there are places to put the points.

As per anothers remark, I find the easy 9 masteries loss refreshing, I can say that it is a little confusing to figure out where you want points, but that means there are a lot more options to actually customize your masteries rather than going with very obvious choices which eliminate a lot of options.

I also noticed that there is a lot more value in over investing in certain trees and sub investing in some. I'd like to see the best abilities at the beginning and end of a tree so there are options to dauble in all 3 or go heavy in one and sparse in another, I found myself doing 21 or 22 in some trees, and 7 and 3 in others since there wasn't an easy 9

I will say that with a wealth of manaless champions, it's a little bothersome to make 2 pages for many roles to include and exclude mana recovery, but I found the dual pen and dual offensive recovery masteries rather inviting to hybrids as well.

I think my only real problem is the sheer difficulty of navigating the new masteries, I hope at some point they will make a video talking about options and use. They also need to take spell damage out of all of the descriptions and put in skill damage, unless it only applies to magic spells, and it shouldn't, same with some features like "spell vamp", also pointing out the value of the new vampirism since any AD can get great use out of lifesteal and spell vamp without being tied to AP.

I do understand some of the qualms with not having ideal and obvious choices at certain tiers of masteries, but I also don't expect every point to be a direct investment in a super specific preference, some of them just end up being little additions.

PodunkTheMighty11/23/2013, 3:07:47 PM1 votes

These are good comments, and how I have been feeling pretty much across the board since the new patch. I also feel that the champions who have recieved an indirect buff from trinkets (Lee Sin in particular) probably need to get looked at.

Savage the King11/23/2013, 3:09:45 PM1 votes

So far, I refuse to play ranked until I get a good grasp of an emerging new meta, because right now it just seems so whatever, with viable support Mundo, 2 top strats, no adc strats; 15 possible metas is maybe too much of a change in too little time. Also the following thoughts: 1- the vision war might not be famous in bronze or silver levels as it now requests more teamwork, and teamwork is the obvious weak point at these levels; 2- pls nerf those targons and gold generating items a bit, it seems totally out of place that junglers become the role with the least gold even though they might keep on par with lanes cs-wise. 3- I agree that supports needed more gold, but I disagree with full-build supports at 40 minutes who have no support items. Now when I go support I don't hesitate to ks my adc because I might just end up being the carry. Riot pls nerf. 4- brush changes? not that sure it was a problem that u might have needed 2 wards to cover a single brush. I used to ward the side from where the enemy was most likely to appear. However I really like the idea of grass movements revealing your presence.

Maple Syrüp11/23/2013, 7:52:49 PM1 votes

please explain to me why they made a item 2044 item 2043 limit because i rather enjoy warding a lot whether its at red,blue,baron,dragon, or just over the wall and adding a limit to green wards just doesn't feel right to me.