This patch, it's all about taking down the consistency at which GP hits lategame. ![]() No stranger to the Bounty Board (or whatever Patch Notes are in Bilgewater), we've taken a long hard look at Gangplank to find changes that don't just feel like we're picking at threads every two weeks. Patrick "Scarizard" Scarborough ChampionsĬharm no longer stops dashes in their tracks. We'll continue to monitor the game's mobility creep over the next few patches, but this is our first push toward solving what could become a larger problem.Īnd that's it for us! Check out all of the patch note goodness below, and we'll see you on the Rift, taking Warlord's Bloodlust on every champion and living like a true viking. Zooming around the rift is cool and all, but the abundance of bonus movement speed is skewing the early game into a sonic-speed arms-race of who can stack it more, faster. So what snapshots do we have today? We've got heaps of changes to individual marksmen, some nerfs to top-tier pro play outliers, and a holistic reduction of movement speed. For us, game balance is an ongoing journey - meaning that at any given moment, you may be seeing a snapshot of an ongoing, iterative investigation. For example, if our goal was 'make X champion stronger and healthier' but the character became stronger and more frustrating, we'd prefer to solve the newly-created frustration than simply reverting everything. However, when we take on balance work for a champion, the changes that make it to the patch notes often have more than one goal in mind. If our goal was only to make champions stronger or weaker, reverts (or partial reverts, like Zed's changes in 6.3) are a reasonable approach. What gives? Why not just revert the changes? To which we'd respond, “Just wait til' you get a load of it on Olaf!” We'd then ask why you’re talking to your computer (or mobile phone), but there’d be no response because we’re all just figments of each each other’s imagination.Īs you ascend the mountain of context beneath this foreword, you might notice some champions like Ryze and Kog'Maw receiving buffs or nerfs despite having just gotten the opposite the patch before. “But I love healing in combat!” you might say. So if you are 2v1 a Yi and Rammus, you cast your shadow and land both E's on both targets, and you hit the Q on both, thats 6 seconds CDR on your W.Welcome to Patch 6.4, the one where Warlord's Bloodlust is useful. ![]() And if you hit the same target as your shadow, you reduce the cool down timer on your 2 seconds per enemy hit. When you and your shadow both hit enemies, you gain energy. Keep close track of where your shadows are, and do your best to make sure your shadow, and you are hitting spells. If you are low, and you need to, you can use your W to get out, or simply take your ult shadow back out. It is best if there is one, to cast your ult on the lowest HP target there, E, AA, and use your shadow to gap close on the next squishy target within range. Watch the fight start, look for the hard CC to be casted by the enemy team so they cannot stop you. If the team fight is happening under the Red Team's Mid Lane Outer Turret, you'll want to engage from Raptor Pit for example. Team fighting with Zed is more like a casual drive-by. Thunderlord's - This gives your burst more damage and is really the only option you should consider. Precision - Extra lethality for free considering you wont be building much of it. Merciless - 3% additional damage to those under 40% HP combined with your passive, your auto's and abilities will hurt that much more making you all the more lethal.īandit - You can't always secure every CS, but the gold you get from AA your lane opponent helps more than Greenfather's. Savagery - The additional single target damage gives a tad more trade early game as well as makes farming more simple.Īssassin - 2% damage is better than potions, and you dont need to lengthen buff timers. This only drops to 7% if they are full HP and your team is close. Vampirism - The lifesteal from Vampirism is important for early sustain against most mages and champions like akali and yasuo who also have no mana to worry about.īounty Hunter - Once you've killed everyone on the enemy team, you do a total of 12% additional damage to enemies below 50% HP when no teammates are around. You will have plenty of attack speed later and the 2% damage increase late game from abilities is intense.įeast - Feast gives you a little extra sustain in lane as every 30 seconds you get a fairly free 20 HP. Not only AP as you would get from say, Luden's Echo. ![]() Sorcery - Sorcery works with AD as well, as it increases the damage done by abilities.
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