Yep, it's a vent about set 2. Let's all join in!

Ariel the Cruel·11/8/2019, 7:49:16 AM·1 votes·479 views

Observations about set 2, after a very small sample set of games...

  1. Reduced copy pool. This was done to prevent multiple people from building the same unit. Because units are used in different comps, however, what this actually does is reduce that unit's value. Right now, getting 3-stars is nearly impossible until at least a quarter of the players have been knocked out. And if it's something strong (See Olaf), good luck even getting a 2-star. I get that's what Riot wants, but it feels like they may have over-shot the mark. We went from the possibility of identical comps, to avoiding popular picks almost entirely. (Sorry, but my level 2 Jax is still a match for your level 1 Olaf.)

  2. RNG is funky. More so than normal. It feels like there is some kind of "smart" rng going on right now. The odds of getting what you have are increased, at the cost of everything else. While this might not sound bad in a vacuum, it is actually really debilitating when you're trying to get something that nobody is building, but somehow manage to get almost identical hands multiple times in a row. Which is made is more unusual when you scope the competition and realize everyone else is benching the same characters RNGesus is determined to give you. So are we all supposed to build the same thing before any of us are allowed to get more variety? I'm seeing this at all levels (Despite higher levels supposedly giving more variety).

  3. Glacial. Seriously. Why did Riot keep this in? Hard CC is an outlet against heavy damage. I get that. But does Riot not understand how attack speed works? Glacial has 1 counter. ONE. Yordles. Wait, sorry, those got removed. Dodge chance. And because of how quickly Glacial comps can put out On-hit triggers (Hint: they're stacking Attack speed), anything short of game-breaking levels of dodge get near perma-stunned. Heck I had a match come down to an 80% dodge chance Jax against a 20% glacial. 3 glacials (no items Olaf, no items Olaf, and hammer Varus). He spent most of his time stunned. Not because 20% was so high, but because even 20% chance at 20% chance was hitting him often enough to effectively become closer to 60-70%. Even 90% dodge chance Yordles were better than this, because missed attacks would still build mana and allow spell casts. Glacials are once again the strongest class because they counter everything to some degree (Some things to a very hard degree), but can only be soft countered by a single highly contested base item.

  4. Loss Econ Far as I can tell, no longer viable. Courtesy of problems 1 & 2, rushing for 2-stars is all but mandatory. Building econ until level 6/7/8 might get you the strongest units faster than others, but you're going to be stuck fielding them with an army of 1-stars if you want any hope of using synergies. No epic, or even legendary, can carry a team of 1-star champions. The team will just get blown up immediately then it will fall under the focus fire.

  5. Mountain buff On the topic of things that force us to hard search into a comp ASAP. Maximizing mountain buff means not selling anything that goes on that square. So after the first few rounds, you're pretty much set on at least one of your synergies. Oh, the character you put there is in competition, sell sucks to build that character. Oh, the character you put there is no longer effective after pivoting? Throw away a few hundred health. This shouldn't be a permanent buff that rewards early game rush so hard. Honestly, it feels like a "win more" buff than anything.

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