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Ahri Patch Preview: Gameplay Changes

Creator: Diesel December 9, 2011 7:45pm
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Sutherland
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Do Not Want Sustain Runes.
Thanks to The_Nameless_Bard for the Textless Sig.
Luther3000
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Quoted:

Even if its lets say 3% , most AD's go Dorans Blade right ? Thats another 3% ... take that plus the Runes , thats 6% total right out of the gate. Throw Soraka in your lane...see where I'm going with this ?


+3% from masteries too.

I fail to see how it's unfair though when the other team's lane can choose to do the same thing. And if anything, lifesteal is better in a lane when you DON'T already have healing - if you're laning with Janna for example, it makes sense to rush lifesteal in the form of a Bloodthirster in order to have some sustain. If you're laning with Soraka it's generally overkill to rush lifesteal and you might prefer to wait for an Infinity Edge or build a Zeal first.
JEFFY40HANDS
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I don't really think this LS will be all that noticeable...Mainly because the damage output early game is going to net you MAYBE ~8 HP back per hit? With Masteries/Runes/Doran (depending on LS rune value). You guys are getting worked up over insignificant numbers...What is 80 damage early game compared to ~1000 late? Insignificant.
Lugignaf
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If people are using the lifesteal runes over AD runes... won't the carry be behind until late game where you have the damage backing up the life steal?
Same with AP and spell vamp.


Thank you to jhoijhoi for the sig, and all the dividers in the guide.

Luther3000
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Yea but it depends on the values. AD quints give 6.8 AD which is only relevant early game. AP quints give 15 AP which is imo better.
ZioSerpe
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We need to see the number on the lifesteal/spellvamp runes because if they reach a good amount yes, lifesteal can be usless easy game due to lower damage, but if the runes themself give the chance to bypass a vamp scepter item later they're worth it

For all you questions about jungling




yes Mr smartypants click on the signature
JEFFY40HANDS
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If Riot makes them that useful there will be Hell to pay....
Sutherland
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ZioSerpe wrote:

We need to see the number on the lifesteal/spellvamp runes because if they reach a good amount yes, lifesteal can be usless easy game due to lower damage, but if the runes themself give the chance to bypass a vamp scepter item later they're worth it


If this is the case they would most probably get nerfed very quickly, sure Riot love an aggressive play style and those runes would promote that but they also know it would change the game to the point where AD carries would be refined even more down to probably just Graves, Caitlyn and Vayne for these reasons.

Graves just has a stupid amount of damage through his Q and therefore would be used anyway.
Caitlyn's Headshot proc would provide stupid amounts of Lifesteal early game making her even more viable than she already is.
Vayne has more steroids than anyone else in the game and every time she Tumbled she would probably get a big lifesteal increase and when her ult is popped at level 6 not only would other AD's not be able to out damage her but she would heal for even more...
Thanks to The_Nameless_Bard for the Textless Sig.
Babit
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I feel like the lifesteal thing is to free up supports to do a roaming meta.


Its not going to work however.

fail riot.

EDIT: Also to buff non heal supports

This will work.

JEFFY40HANDS
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The no CS Support meta is what's dragging lol down in terms of agression.

Not to mention tournaments have been lacking in successful ganks from junglers.

Mainly due to the fact players are often extremely skilled in tourneys and therefore KNOW not to push much past the middle of the lane without a few wards in place.

Additionally there is no reason for a lane to play agressively. Current item costs and the amount of gold earned from farming or killing champions isn't competative with each other. They scaled down the aggressive game play by making champ kill streaks near worthless as well.

The only incentive is to get the tower...BUT that's easily accomplished by simply out farming your competition and pushing them from lane every ~5 minutes. No kills required.

Making champs worth more gold/creeps worth a little less/reducing item costs would potentially make the game a lot more fast paced. If IE was 3500 compared to ~4k (i cant remeber costs right now) champs who succeed early game by dominating in kills and farm could be stronger faster.

It would remove the Wriggles lane itemization we're seeing right now from a lot of top players and emphasize a more agressive lane.

As is we're still in the farmfest we've been in since...Well whenever....
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