Feedback on 3.14 Patch
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
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It has not been clearly definied what spell damage is vs. a spell, so some of the offensive masteries are a little confusing.
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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.
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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
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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.
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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...
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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).
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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.
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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.
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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.
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I don't like the spellthief blade. It seems too weak compared to the other two as a gold income item.
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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!
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.