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Patch 5.7 Summary

Creator: Wayne3100 April 8, 2015 7:17am
VexRoth
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I think this is a pretty out of the blue change anyway.


The choice of what to hit is out of the blue, but Riot has mentioned a time or two that they have had an eye on Blitzcrank.

Blitz is an interesting champion. He is very counterable in ranked play. Blitz meet Leona, Alistar, Ezreal, or Sivir as just a few examples of champions that can do well against him. My feeling and observations of pro level play is that he thrives more in disorganized play where he can't be counterpicked as easily.

I'm not the best ADC around, but the thing I find hard about Blitzcrank is the pressure he exerts if you don't have good tools to deal with him, because I find I'm invariably matched-up up against him in normals if I'm running a Jinx and Sona lane or something similarly squishy with no escapes.

In lane if Blitz is being properly menacing you are going to get pushed into your tower and forced to farm there while taking potshots from their ADC if they are worth their salt and I don't really see the changes to Overdrive changing this dynamic much.

I see the changes having more effect on his mid-game play where some key hooks can set you up to win even if laning phase didn't go all that well, because if he goes for that hook and misses he has a few extra seconds of vulnerability where he in fact may turn into the pick.

Oh and this will also hopefully slow down all those late game blitzes that enjoy building full AP and being as annoying as possible and then running off or just out of range if things start to look a bit dicey.

I actually hate playing against Blitzcrank more than Teemo and that is saying a lot. xD
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My thoughts exactly, it does nothing about laning phase. It does greatly hurt his roaming potential (not mathematically checked yet) and ****s up his teamfights and his escapes.

I'll probably have to drop Mobility Boots for that too, making roaming even more impossible.
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pretty sure it'll be a good thing for blitz.
not like you are slow when roaming with mobis anyway and it's not really bout the consistent MS but the single moment you need for your hook. Haven't played it yet tho


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koksei wrote:
pretty sure it'll be a good thing for blitz.
not like you are slow when roaming with mobis anyway and it's not really bout the consistent MS but the single moment you need for your hook. Haven't played it yet tho


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Quoted:
oh wow patch is tonight. RIP bruiser Fizz then :(. might as well get some games in on it while i can.


Quoted:
Goodbye AD Fizz


Someone explain to me how this is a nerf, even in the slightest bit. His active hits for W were weakened, yes, but that damage was just moved onto the passive part. more uptime for the same damage, how is that bad for Fizz? The damage is still dealt over time, so I don't know why people are concerned about him being weaker. If anything, moving that damage from on active hit to passive hit means that he'd be better now built as a bruiser, since he'd be able to live longer to hit more times.

Where is the disparity? What am I misunderstanding?
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Not a Fizz player but my understanding from patch notes is that the %health damage was previously an instant on-hit and is now a DoT, meaning that subsequent autoattacks now only renew the DoT timer instead of giving you the same damage again.
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BarbJ wrote:




Someone explain to me how this is a nerf, even in the slightest bit. His active hits for W were weakened, yes, but that damage was just moved onto the passive part. more uptime for the same damage, how is that bad for Fizz? The damage is still dealt over time, so I don't know why people are concerned about him being weaker. If anything, moving that damage from on active hit to passive hit means that he'd be better now built as a bruiser, since he'd be able to live longer to hit more times.

Where is the disparity? What am I misunderstanding?


It's weaker because the %missing health is over time now, instead of instant, like it was on the old Fizz build. So lots of hits in the same amount of time give far less damage.
Kayuggz
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How is Darius ult now a boost for late game lol? It has always been like that for late game, the only difference now is the fact that his early and mid game has been nerfed as stated by riot to prevent him from going yolo, hence turning off his early threat a bit. I think we've seen more then once a darius 2v1 a jungler and his lane opponent and ulting them both. Nerf well deserved I would say but late game is the same as always not really a buff, we're already used to this. :p
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Kayuggz wrote:
the only difference now is the fact that his early and mid game has been nerfed as stated by riot to prevent him from going yolo, hence turning off his early threat a bit.


??? What nerf to his early and mid game?

>Refunds 25/50/100 mana on kill

25 mana isn't a lot to write home about, but 50 mana is enough to re-cast any one of his other abilities besides his ultimate which costs 100 mana.
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Reading ? What's that ... IMMA GO QQ

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