I dunno if I'd go THAT far, but I think she's not really a top choice versus say Lulu or Thresh. I mean, a mantra'd shield is like a weaker version of locket of solari + shurelya's, which really isn't THAT bad. And her line thing that roots people or w/e (sorry I don't know her abilities that well) is a pretty nice anti-gank tool as well as chase mechanic - even gives vision in bushes for those times you'd wanna drop a ward if they are attempting to juke. I will admit that I don't have much experience with her before the rework.. but I think she can still support. Plus if she's that awful I'm sure riot will tweak things.
Rengar urgot and sivir are fine to very good. (Urgot happens to banned/picked a lot in tournies, hes an absolute beast in the right hands.) Olaf had to be nerfed recently because he was way too strong.Tell that to rengar/sion/ww/poppy/gangplank/sivir/olaf/heimer/urgot/etc/etc/etc.
I don't have much faith in them to make small balance/qol changes to underpowered/underplayed champions at all unfortunately. I think the rework was probably a step in the right direction, but I'm afraid she's just going to sit like this for another X months and still mean nothing.
Yeah, CLG picked Urgot a few times, they mainly played it with Aphromoo going Taric alongside it, so people have banned Taric multiple times against CLG to make sure they don't run that comp. It's still viable, just needs the right set up for it.I don't think Urgot has once been picked or banned this season has he? The recent round of nerfs pretty much dumpstered him. Sivir is completely outclassed by most other ADC and is never played (mostly due to fucking prehistoric mana costs on her skills). Rengar ate a pile of nerfs to all his skill and some base stats based on his % heal being OP, then they took away the % heal and left all the other nerfs. I'd hardly say he's in a good spot right now. iirc he's damn near the bottom of the win% right now.
It just bugs me how they seem willing to let a good 10-20% of their roster languish in obscurity due to nerfs/outdated designs, when for a lot of the "useless" champions just a few minor tweaks in numbers would at least let them be viable until/if they decide to rework them in a larger sense.
Edit: I think CLG picked Urgot once or twice maybe? But he's hardly good anymore after the massive nerfs he ate.
Actually, Diamondprox started playing Volibear immediately after a small buff in S3, i admit it's not much but they buffed the attack speed from his W. Then Diamond started playing him from Gambit, and everyone else copied that. But yeah, before that people had abandoned him back in S2.. S3 items have helped Voli as well.Amzin_sl said:Edit: I feel like Urgot is mostly ok (minor number boost would be nice), but he doesn't fit in too well right now, which happens to tons of champs. Volibear was considered bad for what, a year? And with NO buffs he became immensely popular overnight. Urgot makes me think more of a dota champ, he is more unique than a lot of league champs but that ends up hurting him right now since you need a team comp based around him essentially.
I think the opposite after the introduction of more items with unique effects on them with season 3. It threw current balance through a loop and I think we're still waiting for the power of the new items to level out. I'm even a bit worried that some champions who were made too powerful with the new items will be hit too hard with their nerfs once the items that caused the imbalance are hit as well.If only it were as easy to tweak some numbers when it comes to balancing champions. I personally think more items that change abilities would be better. A likely short sighted example, but... An item that increases attack range by 100 but decreases movement speed by 25. Or its opposite. Customizing the champion to a situation that would provide a better match up against who they are laning against.
I fucking hate Nid. Hi let me build deathcap and throw spears that chunk half your life in one hit. It's so gay-- I can't think of any other skillshot that can be spammed so frequently for so much damage. I know people say learn2dodge but man she can spam them and the hitbox seems to be huge. If you are squishie walking around with half life you're pretty much instagib material. If you are turtling or your team hesitates too long to engage, you will end up eating spears.playing against Nid and Lux is so frustrating. Pretty much on perma ban status when I get first pick unless I have someone on my team that can play them. Lux isn't as bad as Nid but its utterly frustrating to watch objective after objective go down because one of your team mates bought a baseball glove of skill shot catching on their second trip back.
Don't get me wrong, I don't think Nid is overpowered. I just think that its all kind of crap when a Nid player can miss fifteen spears but land one and thats a team fight loss or an objective loss. Now I know that the counter is to get a hard engage on her team but in silver where I play getting people to actually play together in that fashion is a crap shoot.I fucking hate Nid. Hi let me build deathcap and throw spears that chunk half your life in one hit. It's so gay-- I can't think of any other skillshot that can be spammed so frequently for so much damage. I know people say learn2dodge but man she can spam them and the hitbox seems to be huge. If you are squishie walking around with half life you're pretty much instagib material. If you are turtling or your team hesitates too long to engage, you will end up eating spears.
Unless I missed something else, the only Lux nerf I saw was +10 seconds on her ult CD at lvl 16 (40->50 second CD) with 40% CDR, is basically a 6 second increase on her ult CD. I think that's pretty much nothing at all honestly. I don't really even know how to balance her without making her useless or OP. Nidalee losing her cougar form tankiness was huge, but Lux is similar to nidalee but worse. 3 poke spells, one that can root two people.. ugh, such an annoying kit that I hate going up against.Don't get me wrong, I don't think Nid is overpowered. I just think that its all kind of crap when a Nid player can miss fifteen spears but land one and thats a team fight loss or an objective loss. Now I know that the counter is to get a hard engage on her team but in silver where I play getting people to actually play together in that fashion is a crap shoot.
Lux is more op when you take in to account everything she can do and I'm glad they are nerfing her. Just too much cc in a long range package. Even if she loses lane or doesn't farm well her Q catching someone is pretty much GG for late game team fights if her team responds. Then if she had a good lane phase/mid game she can catch someone out and combo them out without her team being involved.
Basically people at my MMR/tier don't know how to play against these champs at all. Its becoming like shen/amumu/blitz. You have to ban them out because people can't counter play them at this skill level.
Those extra six to ten seconds of cooldown are going to take away a few opportunities each game where her laserjustcomes up in time and she gets another chance to melt someone. Maybe it won't be up in time to wave clear if the enemy is pushing in and it'll be a little more costly to use it that way. I'll start to pigeonhole Lux's item builds where she'll really have to have big CDR. Stacking just AP is going to be a bit more costly. If her movement speed is going down to terrible AP caster territory she'll have a little harder time getting away and a harder time chasing. Instances where before she barely caught someone or barely got away will poof.Unless I missed something else, the only Lux nerf I saw was +10 seconds on her ult CD at lvl 16 (40->50 second CD) with 40% CDR, is basically a 6 second increase on her ult CD. I think that's pretty much nothing at all honestly. I don't really even know how to balance her without making her useless or OP.
I didn't know about the MS nerf, which is a big deal I agree. And I know they're tweaking numbers so slightly that on paper it looks less than it really is, and sometimes is a much larger effect. I guess i'll just have to see it in action first. I can certainly appreciate this approach moreso where they don't make another champion absolutely garbage.. variety is always a good thing. And yeah, I was an early adopter to Rengar (bought him first week, thought he looked cool) and went on the up and downs of his nerf/rebalancing stages. Pretty sad where he is atmThose extra six to ten seconds of cooldown are going to take away a few opportunities each game where her laserjustcomes up in time and she gets another chance to melt someone. Maybe it won't be up in time to wave clear if the enemy is pushing in and it'll be a little more costly to use it that way. I'll start to pigeonhole Lux's item builds where she'll really have to have big CDR. Stacking just AP is going to be a bit more costly. If her movement speed is going down to terrible AP caster territory she'll have a little harder time getting away and a harder time chasing. Instances where before she barely caught someone or barely got away will poof.
One of the dirty little secrets behind League of Legends is that it is actually an incredibly balanced game. What may look like a few small changes on paper can have a big effect over the course of an entire game or series of games. Remember, we're just looking to shave off a little excess power here. Something like a percentage point of win rate. It's one of the reasons I get so frustrated with the live team's balancing. They are still willing to go and drop multiple dumpster tier nerfs on someone's head in a single patch (see Rengar, Diana patch notes history) and I have no fucking idea why. On the reverse side they'll let horribly under represented, low win rate champions sit in the trash bin for up to two years before doing anything.
Don't like it!