PBE Hecarim nerfs

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Felaedor

Senior Member

02-16-2013

Quote:
Originally Posted by Cheeto101 View Post
Agreed that this is a ridiculous change. Hec has clear weaknesses in his early jungle strength and his pre 6 ganks not being anything super special.. His W turning him into a late game monster is a good trade off for this.

This change is super lame.
Except for the damage buff on Q being a significant buff to early jungle strength.


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Hassohappa

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Senior Member

02-16-2013

Right now every 1000 damage done heals him for 300 HP. That means whenever your team bursts down some 2500 HP champion you heal for 750 HP. It's not unreasonable to expect his W to heal him for over 1000 HP right now without Spirit Visage. That's pretty absurd.


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FadeDreams

Senior Member

02-16-2013

Quote:
Originally Posted by Felaedor View Post
People don't understand what buffs to spammable skills on early game junglers actually mean.
hecarim's spammable early game skill has a 66% damage cap on creeps however so that 10 damage "buff" is only really a 7 damage buff per q, which is then reduced to about 5 damage from jungle creep armour. Hecarim uses an average of 5 Q's per camp, so that's a whopping 25 damage increase per camp. not even half the damage of an autoattack. i'd hardly call that a buff at all.

there's also the fact that spirit of the elder lizard nerfs straight up negate the Q buff.


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Felaedor

Senior Member

02-16-2013

Quote:
Originally Posted by Crash44 View Post
hecarim's spammable early game skill has a 66% damage cap on creeps however so that 10 damage "buff" is only really a 7 damage buff per q, which is then reduced to about 5 damage from jungle creep armour. Hecarim uses an average of 5 Q's per camp, so that's a whopping 25 damage increase per camp. not even half the damage of an autoattack. i'd hardly call that a buff at all.

there's also the fact that spirit of the elder lizard nerfs straight up negate the Q buff.
Except for the part where you don't have Elder Lizard for the entirety of the time you're actually concerned with jungle speed.

Skarner's flat 8 damage buff to Crystal Slash decreased his clear time by almost 20 seconds in S2.

Hecarim's early game jungle itself was definitely buffed, and he's got noticeably higher HP at the end of clears because of it.


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Cheeto101

Senior Member

02-16-2013

Quote:
Originally Posted by Crash44 View Post
hecarim's spammable early game skill has a 66% damage cap on creeps however so that 10 damage "buff" is only really a 7 damage buff per q, which is then reduced to about 5 damage from jungle creep armour. Hecarim uses an average of 5 Q's per camp, so that's a whopping 25 damage increase per camp. not even half the damage of an autoattack. i'd hardly call that a buff at all.

there's also the fact that spirit of the elder lizard nerfs straight up negate the Q buff.
^^^^ Any good Hecarim player that can do math knows just that.

Buffing his early game Q by a little will do next to nothing for Hec's early jungle. This is an overall nerf to a champ who has actually not seen regular competitive play since his release. Just because he gets picked a couple times in LCS over the past 2 weeks doesn't make the champ broken.


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JoeyMakesMagic

Senior Member

02-16-2013

this change is ****ing bull****. I'd be fine if they changed the heal % to 20 at all ranks but don't ****ing increase the cooldown on it. You can't even use it twice in a team fight now even with max cdr.


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Last Elixir

Senior Member

02-16-2013

Quote:
Originally Posted by Felaedor View Post
Except for the part where you don't have Elder Lizard for the entirety of the time you're actually concerned with jungle speed.

Skarner's flat 8 damage buff to Crystal Slash decreased his clear time by almost 20 seconds in S2.

Hecarim's early game was definitely buffed, and he's got noticeably higher HP at the end of clears because of it.
Yeah, and the idea of a Hecarim that is clearing faster and at higher HP early is really freaking scary.


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Cheeto101

Senior Member

02-16-2013

Quote:
Originally Posted by JoeyMakesMagic View Post
this change is ****ing bull****. I'd be fine if they changed the heal % to 20 at all ranks but don't ****ing increase the cooldown on it. You can't even use it twice in a team fight now even with max cdr.
This too, even if they do reduce the % why in gods name is it getting a cdr nerf?

Literally makes zero sense.

Getting sick and tired of the Riot nerf/buff bicycle. It doesn't matter what champ you pick, eventually Riot is going to **** with them.


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Last Elixir

Senior Member

02-16-2013

Quote:
Originally Posted by Cheeto101 View Post
This too, even if they do reduce the % why in gods name is it getting a cdr nerf?

Literally makes zero sense.

Getting sick and tired of the Riot nerf/buff bicycle. It doesn't matter what champ you pick, eventually Riot is going to **** with them.
Are you guys investing heavily in his E or something? o_o Hec W has the same cooldown at max rank as it does right now so once you're 13 (this is /around/ when teamfights will break out regularly anyway) it's exactly the same as far as CDs are concernced.


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JoeyMakesMagic

Senior Member

02-16-2013

Quote:
Originally Posted by Felaedor View Post
Except for the part where you don't have Elder Lizard for the entirety of the time you're actually concerned with jungle speed.

Skarner's flat 8 damage buff to Crystal Slash decreased his clear time by almost 20 seconds in S2.

Hecarim's early game was definitely buffed, and he's got noticeably higher HP at the end of clears because of it.
Hecarim having a weak early game was the reason for his balance. If you shut him down early he doesn't become a monster. The huge nerf to W doesn't make sense to me. His late game just became so much weaker.


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