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@Morello : A small Mastery Change

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BetterLuck

Senior Member

10-15-2012

Quote:
Originally Posted by AA247 View Post
is the -1 from minions getting removed? I feel as if being able to freeze the top lane leads one side getting completely shut down.
this: the entire mastery system needs each point to be scrutinized and redone.


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BetterLuck

Senior Member

10-15-2012

Quote:
Originally Posted by Colonel J View Post
^ Will Strength of Spirit be added back to a lower tier of masteries or just come back at all do you guys feel it would be too OP on champions with already innately high HP reg with mana?

It was in the original masteries, tier 1 or 2 of defensive tree, then moved into the end tier utility tree, then removed...

The F man... The F...
it was always in utility bro..


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BetterLuck

Senior Member

10-15-2012

Quote:
Originally Posted by Psi21 View Post
Season 1
Magic Percent Penetration - 15%

Season 2
Magic Percent Penetration - 10%
(And no your AP % increase didn't offset the lose of 5% penetration)

Introduced Armor Percent Penetration - 10%
Introduced Static Armor Penetration of 6

Season 3

Morello, You going to make?

Magic Percent Penetration 5%; now????

Or wait you are probably going to reduce the static penetration from improved Exhaust.


God I loathe you Morello. You have absolutely zero clues on how to balance this game.



1. We have items like Haunting Guise that even after the nerfs to it in Season 1 STILL does not build into anything.

2. We have Madred's Bloodrazor not worth getting over the benefits of two Phantom Dancers and Infinity Edge.

3. We have a mini Madred's Bloodrazor called the "Kitae's Bloodrazor" which doesn't get bought at all on Dominion.

4. You nerfed the DFG over one Champ and increased the value of the Tome named after you. (Your new AP item was to take care of mana problems on SR which could be fixed with simply adding the mana increase aura seen on Dominion or Proving grounds. Now we have some crazy expensive mana increasing item for late game where mana is less of an issue.)

5. You have damage absorption on champs that can be cast more often and it makes healing look pale in comparison. Damage shields would be fine if they didn't gain the MR and AR off the items you are wearing. But instead Damage Shields remain just as good or better than heals and often for much higher values getting better and better as the game goes on. A true Shame.

6. You have plenty of champs that have reduced damage abilities. While you have and Armor and MR table that can reduce damage up to 70%. And then you have items like Ninja Tabi and Odyn's Veil that reduce damage. Granted all the reduction of damage is multiplicative. It is still way too high in general.

7. It is still much better for an AP Mid to win against their opponent by rocking MR runes over AP runes. In fact this game has become less like DOTA and more about getting armor over damage.
rofl you think dfg is nerfed..ROFL


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Pharaoh316

Senior Member

10-15-2012

@Morello


Can you at least tell us what your main goal is with the upcoming mastery changes? Don't have to go into details, just wondering what sort of shift to expect.


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Psi21

Senior Member

10-15-2012

Quote:
Originally Posted by BetterLuck View Post
rofl you think dfg is nerfed..ROFL
And this is a perfect example of the players that blindly follow Morello and think the changes he made are not nerfs or bad decisions when it comes to balance.

DFG use to do 30% of the opponents hp in damage and would increase by 3.5% for every 100 AP.

It was nerfed to 25% of the opponents hp in damage and would increase by 4.0% for every 100 AP.

1. While they increased the AP on the item (by very little) and made the item more attractive to the very few Manaless champions that aren't true caster to build. Such as Morde and Kat.

They nerfed the ability for those casters (who the item was intended for) to receive the mana regen and cooldown reduction from the starting pieces of DFG.

Lets not for get the DFG was intended to help take on Tanky DPS. The same Tanky DPS that gets stronger and stronger.

2. Simple math shows the DFG does in fact do now less damage. Since 5% was lost from the base of the item and it would now require the caster 1000 AP to make up the lost amount.

1000 AP / 100 = 10

Old DFG -> 30% + (3.5% * 10) = 65%
New DFG -> 25% + (4.0%* 10) = 65%


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BetterLuck

Senior Member

10-15-2012

Quote:
Originally Posted by Psi21 View Post
And this is a perfect example of the players that blindly follow Morello and think the changes he made are not nerfs or bad decisions when it comes to balance.

DFG use to do 30% of the opponents hp in damage and would increase by 3.5% for every 100 AP.

It was nerfed to 25% of the opponents hp in damage and would increase by 4.0% for every 100 AP.

1. While they increased the AP on the item (by very little) and made the item more attractive to the very few Manaless champions that aren't true caster to build. Such as Morde and Kat.

They nerfed the ability for those casters (who the item was intended for) to receive the mana regen and cooldown reduction from the starting pieces of DFG.

Lets not for get the DFG was intended to help take on Tanky DPS. The same Tanky DPS that gets stronger and stronger.

2. Simple math shows the DFG does in fact do now less damage. Since 5% was lost from the base of the item and it would now require the caster 1000 AP to make up the lost amount.

1000 AP / 100 = 10

Old DFG -> 30% + (3.5% * 10) = 65%
New DFG -> 25% + (4.0%* 10) = 65%
yea well guess who builds dfg.. mid lane *or at least an ap solo*

by the time you have dfg and kages that upgrade gives ridiculous damage..

s1 the entire set was tankier too.


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Diablo48

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Senior Member

10-15-2012

This sounds good to me, but the biggest change I would like to see is the addition of more spell vamp and life steal so we can get 12~15% off runes and mastries which would be enough to replace an item on most champs. They would probably need to be split between the offense and utility tree so this would cost you something in the availability of other mastries or added to red/blue runes to replace other important stats, but either way I would like to be able to move lifesteal and spell vamp to the back end the same way I have moved CDR to the back end on a few of my champions.


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Psi21

Senior Member

10-15-2012

Quote:
Originally Posted by BetterLuck View Post
yea well guess who builds dfg.. mid lane *or at least an ap solo*

by the time you have dfg and kages that upgrade gives ridiculous damage..

s1 the entire set was tankier too.
There is no ridiculous damage.... the DFG damage was nerfed (PERIOD)
The increase in AP was so little it was insignificant compared to the early cooldown reduction and mana regen from the previous items that were used to make the DFG.

s1 entire set wasn't tankier..... explain.... seriously....


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Best Reimu NA

Senior Member

10-15-2012

Please don't nerf the defensive tree too hard, Morello.


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oDrew

Member

10-15-2012

Quote:
Originally Posted by Psi21 View Post
4. You nerfed the DFG over one Champ and increased the value of the Tome named after you. (Your new AP item was to take care of mana problems on SR which could be fixed with simply adding the mana increase aura seen on Dominion or Proving grounds. Now we have some crazy expensive mana increasing item for late game where mana is less of an issue.)
An aura that gives extra mana, even at early levels?! Are you CRAZY?! What next, you're gonna tell me this aura should give cooldown reduction, too?