So now at level 1 Hecarim will only have to do 300 damage to hit the cap

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Kakyoin Noriaki

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Senior Member

02-28-2013

Quote:
Originally Posted by Henry Plainview View Post
No, it really won't.
Might as well claim that the 6 True Damage returned to creeps upon being struck (Bladed Armor) makes no difference in camp clearing times, which is just plain wrong. It makes a huge difference, and the extra damage on Rampage will make his early clear times noticeably faster.


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Noric

Senior Member

02-28-2013

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Originally Posted by Phreak View Post
Remember also that you're completely forgetting the fact that in anything before rank 3 of the ability, you're healing for more than before in every other situation, which definitely includes all the ganks you should be doing because... Well you're Hecarim. Let's be real. Fighting champions is like what that guy does.
Hec heals for slightly more - but if you try going in at low levels with even lower hp than before you will get bursted. It's not like he was one of the most sustained junglers before this.


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SoCal SanBurrdue

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02-28-2013

Phreak has spoken


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Sojs

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02-28-2013

hec was broken over powered glad he was nerfed maybe we will see nocturne around again


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Henry Plainview

Senior Member

03-01-2013

Oh my goodness, Phreak responded to my QQ thread, my life is complete.

Quote:
Originally Posted by Kakyoin Noriaki View Post
Might as well claim that the 6 True Damage returned to creeps upon being struck (Bladed Armor) makes no difference. It makes a huge difference, and the extra damage on Rampage will make his early clear times noticeably faster.
I didn't say nothing, but it's not going to be "pretty noticeable", especially since it will be offset by decreased damage from the increased cooldown on Spirit of Dread. Bladed Armor is different because it happens much much more frequently than the 4 second cooldown on Rampage.


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BACKSTABUUU

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03-01-2013

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Originally Posted by Henry Plainview View Post
No, it really won't.
10-20 extra damage on an ability than can have a cooldown as low as 2 seconds, without CDR, will stack up really fast. It'll have a pretty good impact on his clear times. I realize it's not going to equate to 10-20 extra damage on nuetrals, but still, with a cooldown that low, small damage increases can mean a lot more damage in the long run.


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ColdJr

Senior Member

03-01-2013

Why the hell did his early game even need to be buffed in the first place? With all this talk about counterplay lately they just made it so that hecarim's only weakness isn't even a weakness anymore.

Why does he lose his weakness but others such as sejuani keep theirs?


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AbyssCrusader

Member

03-01-2013

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Originally Posted by Phreak View Post
you're healing for more than before in every other situation
Every other situation? What are they?
Teamfight? Teamfight doesn't happen alot in early game, even if it does, the dmg of every player at that point is not that big to really affect his healing.

Ganking? Yeah, good luck healing back like 100HP while the tower is stomping your face


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Cheeto101

Senior Member

03-01-2013

I get reducing his healing to 20% at all ranks, but why in gods name did you mess with the cd too?????? Upping the level 1 cd by a whopping 6 seconds completely undoes any changes you made to his Q for his early power considering you arn't getting your second point in W until level 8.


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Cheeto101

Senior Member

03-01-2013

Quote:
Originally Posted by ColdJr View Post
Why the hell did his early game even need to be buffed in the first place? With all this talk about counterplay lately they just made it so that hecarim's only weakness isn't even a weakness anymore.

Why does he lose his weakness but others such as sejuani keep theirs?
Well considering Hecarim has zero defensive steroids outside of his W, and they took a third of it's lifesteal away, they also neutered his biggest strength. Hec needs to sit in the middle of a team fight to be effective, and that just got alot harder for him to do.


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