The Kayn buff is one form, everyone goes rhaast now because shadow assassin is too weak which isn't reflected in winrate
@JackieM00se10 күн бұрын
I’m sure others feels this way but I really appreciate you giving us really in-depth patch rundowns like this, good bi-weekly content
@caffeinecrazed782611 күн бұрын
The changes are buffing characters that rely on eyeball collection
@NeonSloaney11 күн бұрын
just a note on shadow kayn damage the way it works out armour is good against the magic damage portion because of how its calculated
@儀水鏡の妖怪霊11 күн бұрын
The XP differences likely come from the elimination of the first victory of the day reward. That was also part of the blue essence discrepancy.
@desklamp479211 күн бұрын
You weren't sure about Twitch, his winrate shot up because of axiom arcanist
@omegaminoseer453911 күн бұрын
Does Twitch render the amplifier as AoE or Single Target? It doesn't really matter, since he mostly abuses it for the CD Reset, but either way it's better that he has access to the damage he used to have, since he was bound to Lethal Tempo.
@desklamp479211 күн бұрын
@omegaminoseer4539 I'm not sure but I saw some people post saying he gets 14% bonus damage on each auto
@desklamp479211 күн бұрын
That 880 hours was to unlock ONE champion, this change isn't nearly good enough
@bentbeyondrepair11 күн бұрын
really that's absolutely wild
@glenndiddy11 күн бұрын
Its anecdotal, but I've had voracious attakan 9 out of 10 games on this patch. They might have gone too far in the other direction if it's indicative of the average players games
@PinkAutumn2611 күн бұрын
Really wish those ward runes felt more impactful; Sixth sense can be really big information wise, but has flash level cooldown IMO, haven't played with it, but I love the concept. Mementos also I love the concept, haste on trinkets seems very useful, especially for reds and blues; up to 100 haste (50% cdr) goes crazy. Deepward, giving extra time on yellows, feels kinda like a nerf 'hey have longer for your wards to get swept and give gold to enemy' The value I see coming from it is that it takes an extra auto to clear your wards, and the time-loss can be important for bush control. My issue with that, and yours I take it, is that extra time is a 'do nothing lever' on the game's mechanics, when there could be more impact there. Why not gain max ward capacity for yellows so you can have 4 out at a time, or extra Range on ward placement based on takedown stacks? Extra range for ward placement + ward vision range seems like an interesting (if not game breaking) stat, just in the same way that a free reveal on a stealth ward is, or in the same way that getting 50% cooldown on your Sweeper is.
@bbonkers60839 күн бұрын
I think you undervalue vision, deepwards giving information for longer and also being harder to clear can be super useful and is imo the most powerful of the 3. Getting 4 wards would be way too OP and would also eat into the supports identity
@PinkAutumn269 күн бұрын
@@bbonkers6083 Support identity of being a ward-bot is I think less important than being someone with more time to watch map, track jg, sup, and other roams, and be free to roam around the map; giving more players an incentive to place wards, and keep more on the map at all times is would be a support Buff, since it would make our jobs easier. It would also, open up support items to the idea of new or different mechanics rather than just being a ward container, the 'nerf' could be compensated in more stats or unique support passive. That doesn't mean the design team wants to head in that direction, but it'd be closed-minded of you and them to not consider it