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why are still buffing cait

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nillthium

Senior Member

04-25-2011

She already strong in Laning phase.
And she is very strong in late game do to high damage and VERY high range .


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dyl

Senior Member

04-25-2011

I agree. She wasn't in a terrible place before, having eaten tons of buffs - but this last buff was unnecessary and will probably make her stronger than she needs to be.

Then again, it's becoming apparent that only half of riot's buffs are for balancing purposes - and the other half are just to make an unpopular champion become a bit more popular. Nerfs are seemingly the only real balancing they like to do~.


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CantIgnorMyGirth

Member

04-25-2011

Her early game is godly, her late game is TERRIBAD

thus buffs


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Stormsoul

Senior Member

04-25-2011

Quote:
CantIgnorMyGirth:
Her early game is godly, her late game is TERRIBAD

thus buffs


her lategame is terribad BECAUSE her earlygame is godly. she absolutely DOES NOT need to have a super strong lategame with how powerful she is earlier on; it would be ridiculous and incredibly imbalanced.

she's fine as is atm, i really don't think these buffs were necessary.


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kapane

Senior Member

04-25-2011

Her late game is bad, because of this her early game is as good as LeBlancs.

But since when are they good champions?

Buffs are well deserved.


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rest0

Senior Member

04-25-2011

You jus said it... she's strong 'IN LANE PHASE'.


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Spitƒire

Senior Member

04-25-2011

Her early game is only good if the enemy doesn't camp behind tower and/or minion waves (where piltover does little damage).

Late game she sucks due to being mostly auto-attack reliant. AD a poor damage type in this game due to the large difference in armor and AD items. Armor is easier to get and AD/Armor pen harder and not scaling as well.

Her innate health, armor, MR, movement speed, attack speed are all quite low with only one ability (Net) being considered something even close to an escape ability ... and it even does that poorly with very low range and blast distance.

Piltover: Skillshot with an OBVIOUS charge time and animation, so easy to dodge.

Traps: USELESS. Limit of 3, ******edly short root time, insignificant damage, large mana cost. Visible. Long CD

Net: Short range, low damage, short propel distance, long CD.

Ultimate: Great Range, long channel time, hit and miss damage (great vs a squishy that was stupid enough to not buy hp or armor, terrible vs ANY tank). Can be blocked .... easily ....


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