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Fantasy patch notes

PikeDive··1 votes·740 views

So here's some ideas for the next patch notes;

T1: Elise: Crawling up! Spider amount from 1/2/4 to 2/3/4 Lifesteal increased from 60-120 to 80-120 We realize we overcompensated on Elise a bit hard last patch, so we're giving her some of her spidy senses back.

Fiora: "Fly like a bee, sting like a needle" Health from 400HP to 450HP We want to keep Fiora unique as a "lightweight dueling short range damage dealer" but her health was just too low to be meaningful.

Vayne 3rd shot damage increased from 8/12% to 10/14%

Rek Sai Cost from 2 to 1

Lissandra Cost from 2 to 1 New: when she incases herself, she now also heals for 125/275/425HP Rek Sai and Lissandra,while filling unique roles, feel rather weak. So we're giving them the "Elise treatment". This also creates consistency between the "Bridge-Baby-Champs."

Graves Hp change reverted from 450 to 500 revert

Garen Mana cost increased from 100 to 125

Nidalee Attack damage reduced from 50 to 45 We're nerfing the 2 strongest lvl 1 champs here a little so they feel more in line.

T2: Ahri: She's on a healthy diet HP up from 450 to 500 Ability damage 100-200 to 100-250 These changes should make the 9-nine-tail-fox feel more satysfying when she plays with those orbs

Mordekaiser Cost from 1 to 2 Mana cost decreased from 100 to 75 Armor increased from 35 to 40

Twisted Fate: Feeling Lucky Blue Card mana restore from 20/35/50 to 30/40/50 We're liking his utility role, just making sure he doesn't stay behind at sea.

Shen: Starting mana removed (100) Max mana decreased to 100 Pyke: Starting mana removed (75) Max mana decreased to 100 (from 125) He's the reason pirates can't have nice things good mobility, good assassin, good bruiser and great CC. Making the CC a little less avaible from the get go. As for Shen, he's the biggest Tier2 champ statswise and a good tank. They don't need this 100% reliability on their abilities.

T3: Gangplank: Blow 'em up! Keg damage increased from 200-450 to 225-525

Aatrox: Even gods get too strong sometimes Damage buff reverted from 400-1000 to 350-850

Veigar: Ability damage increased from 300-700 to 325-825

Volibear Damage decreased from 75 to 65

Rengar Mana cost reduced from 75 to 50

T4: Brand: Burn baby burn! Mana from 125 to 100 Elementals, Demons and Brand got some nerfs last patch. We're reverting his personal nerf. Fire away!

Draven Armor reduced from 25 to 20 Attack damage scaling from Axes reduced from 1.5-2.5 to 1.25-1.75

Akali: Ability damage reduced from 200-550 to 150-500 Attack speed reduced from 0.75 to 0.6 She's the last one of the 4-cost minions that's just a no-brainer pick into any comp. Does tons of damage without items, Carries games on her own with items so we're shaving some power off here.

Items: Seraph's Embrace: Mana regain from 20 flat to 10 flat + 20% of max mana We want to also support spell mages with this item, so we're buffing it for the higher mana users

T5: Yasuo Damage: 150-550 to 150-350 Reverted, he can fit into any comp even without this nerf. But ofcourse he fits better in blademasters. ;)

Karthus: Mana cost down from 85 to 75

**Classes: **Glacial: Stun duration nerfed from 2s to 1.5s

Blademasters, we nerfed some of the individual blademasters (except for Fiora), but giving some power back through their class identity. Proper dice roll: Hit chance increased from 45% to 50%

Imperials damage bonus now applies to items again. (Lets face it, this was only because Draven's damage was too high.)

Pirate: 2 Pirates: Chest: Chance of 4 coins removed, average gold further lowered 4 Pirates: New: Return Fire! After a friendly pirate dies, the SHIP now fires a barrage of 42 cannonballs onto the opponents side of the field (2 per hex), dealing (40 + 10*playerlevel per ball) magic damage and applying grievous wounds for 3 seconds

Brawler 2 bonus: HP down from 300 to 250 ** Shapeshifters:** Health bonus reduced from 60% to 50% New: now grants 25 mana at the start of the game on shapeshifters**__**

7 Comments

Kuponya5 votes

Good thing you'll never step anywhere near balance teams in any game

Bregan1 votes

some of these were ok, most of them were laughably bad. for many characters that you wanted to make changes to, you didnt actually make the changes that would ACTUALLY address their biggest issues. pike basically ONLY needs the width of his stun to not be literally 3hexes wide. garen basically only needs to not be magic immune during spin. mord needs better STATS and better mechanics on his spell, not that pathetic bullshit. tf needs to just cast immediately, not anything mana recovery related. and thats just SOME of them. these attempted patch notes are a complete joke. you're bad at this.

PikeDive1 votes

But I DO like that Pyke can stun mulitiple champions => It has a the tactical element => + Brings critical points to games But not just every time at the start of the game (Not Blitzcranklike)... If he gets focused he should die... It's just too consistent right now.

Garen... Yeah I know about his excessive power on his ult. But again, it has a strategical element too it somewhere: Garen having strenghts vs abilities. I do like uniqueness on champions and playing into their strenghts, rather than nerfing what makes them stand out in their role from others. Else you would have generic champions over and over. But now his base stats are superb and his ult is really strong aswell. Maybe not OP, but he's still the best Tier1 has to offer.

TF cast time... I do think that could use a buff yeah. You're right on that one for sure.

Bregan1 votes

i didnt say that pike shouldnt be able to stun multiple champions. i said that it should be 3 hexes WIDE. if he goes from straight left to right, he not only stuns the row he stayed in and dashed through, but all of the hexes in the row above and below that line. theres no reason for that. its too fat.

my gripe with garen is that not only are his stats great, AND his ability damage great, he gets the extra effect of the magic immunity. and thats all ON TOP OF being the best t1 knight. he OBJECTIVELY outclasses the others HARD. take away the magic immunity to bring him more in line, and buff mord up a bit.

hrooza dota 1 votes

this look fun, will give my opinion on each change.

{quoted}

So here's some ideas for the next patch notes;

T1: Elise: Crawling up! Spider amount from 1/2/4 to 2/3/4 Lifesteal increased from 60-120 to 80-120 We realize we overcompensated on Elise a bit hard last patch, so we're giving her some of her spidy senses back.

hell no for first change. fine for second one.

Fiora: "Fly like a bee, sting like a needle" Health from 400HP to 450HP We want to keep Fiora unique as a "lightweight dueling short range damage dealer" but her health was just too low to be meaningful.

fine one

Vayne 3rd shot damage increased from 8/12% to 10/14%

a bet to much damage added, i prefer smaller buffs first.

Rek Sai Cost from 2 to 1

hell hella no, brawlers already strong and simply giving them any buffs is madness.

Lissandra Cost from 2 to 1 New: when she incases herself, she now also heals for 125/275/425HP Rek Sai and Lissandra,while filling unique roles, feel rather weak. So we're giving them the "Elise treatment". This also creates consistency between the "Bridge-Baby-Champs."

those 2 were stronger then 2 cost elise and you are not giving them elise treatment you are out right reducing their costs and giving them heavy buffs on top, way to broken .

Graves Hp change reverted from 450 to 500 revert

nah he is fine

Garen Mana cost increased from 100 to 125

garen no longer op imo

Nidalee Attack damage reduced from 50 to 45 We're nerfing the 2 strongest lvl 1 champs here a little so they feel more in line.

she pretty much fill off with the heavy nerfs her traits get.

T2: Ahri: She's on a healthy diet HP up from 450 to 500 Ability damage 100-200 to 100-250 These changes should make the 9-nine-tail-fox feel more satysfying when she plays with those orbs

i think she is decent atm andn ot needing change

Mordekaiser Cost from 1 to 2 Mana cost decreased from 100 to 75 Armor increased from 35 to 40

thats a nerf btw

Twisted Fate: Feeling Lucky Blue Card mana restore from 20/35/50 to 30/40/50 We're liking his utility role, just making sure he doesn't stay behind at sea.

still garbage

Shen: Starting mana removed (100) Max mana decreased to 100

huge nerf for another champion sins

Pyke: Starting mana removed (75) Max mana decreased to 100 (from 125) He's the reason pirates can't have nice things good mobility, good assassin, good bruiser and great CC. Making the CC a little less avaible from the get go. As for Shen, he's the biggest Tier2 champ statswise and a good tank. They don't need this 100% reliability on their abilities.

pirates already have nice things, and that nerf is just massive even for pyke, also all you said about him is wrong, he is just a CC bot.

T3: Gangplank: Blow 'em up! Keg damage increased from 200-450 to 225-525

fine one

Aatrox: Even gods get too strong sometimes Damage buff reverted from 400-1000 to 350-850

not deserved imo

Veigar: Ability damage increased from 300-700 to 325-825

not needed

Volibear Damage decreased from 75 to 65

wont do anything

Rengar Mana cost reduced from 75 to 50

not sure if i want this or nut

T4: Brand: Burn baby burn! Mana from 125 to 100 Elementals, Demons and Brand got some nerfs last patch. We're reverting his personal nerf. Fire away!

he does not need any buffs

Draven Armor reduced from 25 to 20 Attack damage scaling from Axes reduced from 1.5-2.5 to 1.25-1.75

fine one

Akali: Ability damage reduced from 200-550 to 150-500 Attack speed reduced from 0.75 to 0.6 She's the last one of the 4-cost minions that's just a no-brainer pick into any comp. Does tons of damage without items, Carries games on her own with items so we're shaving some power off here.

i think her ability should not crit.

Items: Seraph's Embrace: Mana regain from 20 flat to 10 flat + 20% of max mana We want to also support spell mages with this item, so we're buffing it for the higher mana users

so thats a flat out buff to anyone with more then 50 mana, thats pretty much a buff/neutral change for everyone except akali.

T5: Yasuo Damage: 150-550 to 150-350 Reverted, he can fit into any comp even without this nerf. But ofcourse he fits better in blademasters. ;)

yasuo is meant to fit on any comp, he has a solo trait after all.

Karthus: Mana cost down from 85 to 75

does not need buff

**Classes: **Glacial: Stun duration nerfed from 2s to 1.5s

cool one, tho i think only 2/4 glacials need a hit

Blademasters, we nerfed some of the individual blademasters (except for Fiora), but giving some power back through their class identity. Proper dice roll: Hit chance increased from 45% to 50%

ok

Imperials damage bonus now applies to items again. (Lets face it, this was only because Draven's damage was too high.)

ahh that was because of gunblade/ionic spark/thorn mail darius , draven was not even effected by it

Pirate: 2 Pirates: Chest: Chance of 4 coins removed, average gold further lowered 4 Pirates: New: Return Fire! After a friendly pirate dies, the SHIP now fires a barrage of 42 cannonballs onto the opponents side of the field (2 per hex), dealing (40 + 10*playerlevel per ball) magic damage and applying grievous wounds for 3 seconds

cool but pirates are not meant to be late game aoe nuking machines

Brawler 2 bonus: HP down from 300 to 250

4 brawlers are the problem

Shapeshifters:** Health bonus reduced from 60% to 50% New: now grants 25 mana at the start of the game on shapeshifters**__**

ok.

all on all i agree with kuponya

[sg-lulu]

PikeDive1 votes
  • Brawlers are good yes, but Rek Sai is REALLY weak (even Warwick is better to combine for wild bonus) and is autosell for Cho Gath, even if she's leveled. She just doesn't pack a punch. Making her 1 cheaper would put her in line in term of strenght she has. => A lot of durability but no damage. I do agree that 4 Brawlers could use some nerf aswell.

  • Didn't know about that Darius tank strat... But I think thornmail in general is a bit too good now. I don't like the inconsistency though: Gunslinger apply the on-hit effects on items, Brawlers improve Ravenous Hydra (although often weakish item), Rabadons (long time no see) stack with Sorcs... But imperials get no synergy with items?

  • Seraphs embrace: EXACTLY, you almost never see it, BUT on Akali. Double tear should mean it gives you some mana, but it's pretty lackluster on most of the Mana needy champs. They go for Shojin, yes. But Shojin also offers damage as a bonus! So Seraphs embrace stays the lesser option for champions that have +75 mana costs.

  • "Ahri is decent" Yeah she is decent, but not anything more than that. Small buffs would make her FINE, and maybe worthwhile ranking her up to 3. Now she's used to complement the wild synergy. Or fill up a sorcerer spot, but no other roles than that. On her own she's weak, and even those small buffs wouldn't change that too much. Only make her scale a bit better. Rank3 Ahri is really disappointing.

hrooza dota 1 votes

{quoted}

  • Brawlers are good yes, but Rek Sai is REALLY weak (even Warwick is better to combine for wild bonus) and is autosell for Cho Gath, even if she's leveled. She just doesn't pack a punch. Making her 1 cheaper would put her in line in term of strenght she has. => A lot of durability but no damage. I do agree that 4 Brawlers could use some nerf aswell.

she is better then warwick, almost everyone get rid of warwick unless they 3 stars him or could not find rek sai, after her latest buff she become pretty good and does not need further changes atm

  • Didn't know about that Darius tank strat... But I think thornmail in general is a bit too good now. I don't like the inconsistency though: Gunslinger apply the on-hit effects on items, Brawlers improve Ravenous Hydra (although often weakish item), Rabadons (long time no see) stack with Sorcs... But imperials get no synergy with items?

they removed all sorcs effects with items so rabadons should be giving the same amount of buff to sorc as anyother comp, of course its on a sorc or element champions because of their good spells.

imperial get a synergy with damage items like AE or attack speed items which make use of their passive or blood threster to life steal of the buffed damage its simply they no longer have the immortal darius builds .

  • Seraphs embrace: EXACTLY, you almost never see it, BUT on Akali. Double tear should mean it gives you some mana, but it's pretty lackluster on most of the Mana needy champs. They go for Shojin, yes. But Shojin also offers damage as a bonus! So Seraphs embrace stays the lesser option for champions that have +75 mana costs.

i see seraphs on many casters atm like mf who might stack double sera for insta ulti, still your buff is pretty heavy which can result on it being hyper broken.

  • "Ahri is decent" Yeah she is decent, but not anything more than that. Small buffs would make her FINE, and maybe worthwhile ranking her up to 3. Now she's used to complement the wild synergy. Or fill up a sorcerer spot, but no other roles than that. On her own she's weak, and even those small buffs wouldn't change that too much. Only make her scale a bit better. Rank3 Ahri is really disappointing.

you seem to not know how impactful changing costs is lol, elise was the worst 2 cost unit in the game she get changed to 1 cost on pbe and become omega broken there that they had to heavy nerf her.

changing costs is a huge huge change and any champion that get cost changed without massive nerfs/buffs will become broken or garbage depending on where they were moved to

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