I'm just wondering if the Fizz changes are actually going to do anything. I realize that the decreased base damages and higher AP ratios will try to drive players towards AP Fizz instead of tank fizz, but the changes seem so slight and I could see players simply taking AP in their runes or grabbing a Doran's Ring or two to make up for the damage loss. Kinda remind me of when they were first trying to "nerf" tank Ekko. Maybe I'm wrong on this, but that's my initial thoughts.
njb1212 wrote:
I'm just wondering if the Fizz changes are actually going to do anything. I realize that the decreased base damages and higher AP ratios will try to drive players towards AP Fizz instead of tank fizz, but the changes seem so slight and I could see players simply taking AP in their runes or grabbing a Doran's Ring or two to make up for the damage loss. Kinda remind me of when they were first trying to "nerf" tank Ekko. Maybe I'm wrong on this, but that's my initial thoughts.
It's a 5/10/15/20/25 base damage reduction on W. Base damage is important because tank Fizz's main strength is that he can easily proc the x3 damage multiplier the ability has since he can survive the wait. So it's actually a 15/30/45/60/75 damage reduction with only 0.0666 (1/15) AP scaling increase (don't run AP runes, they won't change anything). Even by small change standards that's a solid nerf.
I'm not sure about the skill max priority, but I'm guessing Seastone Trident must be maxed first or together with Playful / Trickster, so it should be noticeable by mid game.
Pretty sure Fizz max order is E>W>Q. E cooldown is important, as is the waveclear.
I already felt AP Fizz was pretty strong, even if the bruiser top build was more stupid. I'm surprised they went with mixed changes instead of just nerfing his base values. Good news for mid Fizz players I guess.
I already felt AP Fizz was pretty strong, even if the bruiser top build was more stupid. I'm surprised they went with mixed changes instead of just nerfing his base values. Good news for mid Fizz players I guess.
Thanks to Jovy for the sig!
Yep I just did that in my game.
I like the Coin changes, it makes a lot more sense for it to be built out of rej bead if it's going to passively give you mana anyway. The cannon minion coin thing doesn't seem to really make a difference though but who's complaining.
I like the Coin changes, it makes a lot more sense for it to be built out of rej bead if it's going to passively give you mana anyway. The cannon minion coin thing doesn't seem to really make a difference though but who's complaining.
PsiGuard wrote:
Pretty sure Fizz max order is E>W>Q. E cooldown is important, as is the waveclear.
After searching for him on probuilds both top tank examples there maxed W first. Where did you see the E max prioritised?
can anyone give me perspective on the lulu nerfs? they seem kind of odd. her shield is the big thing about her lategame with hypercarries and it's not even an amazing base shield, lots of other supports and indeed even mids are pushing 300+ and they didn't even give her a slight ratio buff to compensate, and the base hp nerfs are also strange as she's squishy enough as it is it'll be even more dangerous than it was before to go aggro.
was she really needing those nerfs badly because I don't recall anyone talking about "long anticipated lulu nerfs" anywhere since her last several sets of nerfs to both base damages and ratios came around.
was she really needing those nerfs badly because I don't recall anyone talking about "long anticipated lulu nerfs" anywhere since her last several sets of nerfs to both base damages and ratios came around.
I say long anticipated since she's been a top pick for the past couple/few patches and very frequently banned. PERSONALLY I don't think she's overpowered, but I'm probably biased because I enjoy playing her. Most other people would agree she was pretty busted; strong poke, lots of CC, with her ult and shield she gave her ADC a second life in teamfights.
by jhoijhoi
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Hi all and welcome to the MOBAFire Patch Summary for patch 7.10!
This is a pretty huge patch which introduces many greatly anticipated game changes and champion buffs and nerfs, as well as one whole skin (!!!). Also this patch brings upon the death of the single best game mode to date and Riot's bringing in the ol' Ascension back instead. A worthy trade.
As always, please check out the full patch notes for the full list of changes.
Champion Changes
! = Rework / Gameplay Update* = Bugfixes or Display Changes+ = Buff- = Nerf~ = Mixed Changes
!
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Rammus
Cassiopeia
Fizz
Graves
Jax
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Lee Sin
Lulu
Kassadin
Maokai
Rakan
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*
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Riven
Sejuani
Udyr
Yorick
Zac
! Heimerdinger can now stack up to 3 H-28G Evolution Turrets at all ranks and a new stack will emerge faster than before. His ultimate's got a higher AP scaling and base damage on his E and the E itself also receieved a buff as its radius is now increased and the CD lowered.
~ There are a lot of other champion changes in this patch. Rakan and Fizz have recieved a mixed of buffs and nerfs. Rakan's E Battle Dance is weaker now, but he has receieved a Q Gleaming Quill range buff and damage on his W Grand Entrance. Fizz's W Seastone Trident is the only ability that's been changed; the base damage is down but the AP scaling is up. Maokai also got a couple nerfs on his E Sapling Toss (higher mana cost and lower damage), but his Q got buffed.
- Arguably the biggest nerf was given to Sejuani. Her passive is basically rip. Instead of granting 100 armour and MR at all levels, it now grants 20/60/100 at levels 1/7/14. Graves has also receieved a bad one, with his Q base damage getting nerfed and his ultimate's CD going up at earlier ranks. The Swag Daddy's movement speed has slightly gone down and the cost of his passive has gone up and it'll be a lot harder/riskier for him to invade now. The long anticipated nerf on Lulu has arrived as well with her shield being weaker now and her base health getting decreased.
+ But let's end on a happy note! Zac and Udyr have receieved buffs. Riot was especially kind to Udyr these past couple of patches and have now blessed him with lower mana costs. Zac's knock-up Elastic Slingshot now can last up to 1 second depending on the charge time. His Q Stretching Strikes has gotten changes aiming to increase the damage on it overall.
Item Changes
Changes for Other Game Modes
Misc Changes
Upcoming Skin & Chromas
Pulsefire Caitlyn (1820 RP / Legendary)
Share Your Thoughts! ♥
Huge patch again with loads of changes, what do you guys think of them? Are you going to be picking up the new ultimate skin? Are you happy about the millions of nerfs?