I think the changes to
Spellthief's Edge are bogus. You already couldn't use it if you killed minions and couldn't use it in the jungle, so why do we have to make it so that the gold only works within 2000 units of an allied champ. The item is already restricting as it is.
Ancient Coin is fair though since laners can use it to get gold or mana off minions that they miss.



PhoenixianSlayer wrote:
I think the changes to
Spellthief's Edge are bogus. You already couldn't use it if you killed minions and couldn't use it in the jungle, so why do we have to make it so that the gold only works within 2000 units of an allied champ. The item is already restricting as it is.
Ancient Coin is fair though since laners can use it to get gold or mana off minions that they miss.


But you could still abuse them for funneling. If you play a solo laner that doesn't take CS to funnel your jungler, you shouldn't be able to gain gold from support items.
No it's got nothing to do with funneling, funneling is already dead. This nerf is to prevent the 0 CS strategies that people were doing mostly top lane but was also used mid and bot alongside top lane all at once in an LCK game. It consisted of taking Spellthief's, usually combined with
Kleptomancy, and obtaining gold only by hitting your enemy and ignoring all CS, in order to avoid delaying fully stacking your Spellthief's and eventually ending up with the gold income of a support + carry combined, as well as a ton of free vision. All while allowing you to keep up in gold with the opposite laner without having to worry about all that complicated last-hitting and all the time in the world to harass them without having to leave yourself vulnerable/passing up on harass while CSing.


Vapora Dark wrote:
No it's got nothing to do with funneling, funneling is already dead. This nerf is to prevent the 0 CS strategies that people were doing mostly top lane but was also used mid and bot alongside top lane all at once in an LCK game. It consisted of taking Spellthief's, usually combined with
Kleptomancy, and obtaining gold only by hitting your enemy and ignoring all CS, in order to avoid delaying fully stacking your Spellthief's and eventually ending up with the gold income of a support + carry combined, as well as a ton of free vision.

I'd honestly just rather have had them nerf the gold, nerf farm bounties, and reduce support item costs a bit to compensate. It was an interesting and cool strategy, but it was only better because of farm bounties and a slight nerf to the gold gen would have made it way worse. In addition it really wasn't that great in SoloQ without a competent jungler.
Farm bounties actually literally didn't affect it at all, but somehow have been scapegoated for it. Farm bounties work off of overall gold income, not actually farm itself, this is to include things like turret platings and first tower gold as well as CS into calculating how strong a champion is and how much of a bounty it should have. If you're skipping CS but still getting gold as if you were CSing to keep up with your lane opponent, your lane opponent isn't going to get a bounty because he's not ahead of you.
It's weird that farm bounties got scapegoated when in the strategy's introduction to LCS, the lane opponent of the Spellthief Zilean was 50+ CS up and only got a measly +150g bounty after 1v2ing Zilean and his jungler and being 2 kills up from it. Nothing about farm bounties lead to the strategy's viability and I don't know why people got that impression.
It's weird that farm bounties got scapegoated when in the strategy's introduction to LCS, the lane opponent of the Spellthief Zilean was 50+ CS up and only got a measly +150g bounty after 1v2ing Zilean and his jungler and being 2 kills up from it. Nothing about farm bounties lead to the strategy's viability and I don't know why people got that impression.

I know that Vapora, I didn't watch that LCK game but 0 CS strategies in lane still have a lot to do with funneling. Because if you gain gold without taking CS it means that your jungler can just swoop in whenever he wants and take them instead. I saw a lot of soloq games where they did exactly that. On its own klepto + support item still gives way less gold than taking CS and there's nothing OP about it.
Oh by the way, wanna hear a joke?
Conqueror
Lucian. 2 stacks on each
Lightslinger shot. I think they just buffed Lucian this patch...
Oh by the way, wanna hear a joke?




However I think they nerfed him wrong, it's

You need to log in before commenting.
Hello and welcome to the MOBAFire Patch Summary - 9.4!
This patch includes a complete rework to the
In addition to the balance changes, this patch includes a fix that prevents players from interfering with the first wave of minions as well as a ton of VFX, SFX and animation updates to various champions. As always, be sure to check out the full patch notes for details on any changes that interest you.
Balance Changes
Conqueror Update
Damage-over-time effects and ongoing sources of damage (ex. Yorick's R - Maiden of the Mist) can grant one stack every 5 seconds.
Item Changes
Cooldown reduction is now UNIQUE.
Now appears in the correct shop categories.
The following updates to the
Tribute Gold:
10/20/20 gold (Spellthief's Edge/Frostfang/Remnant of the Watchers)⇒ 11/22/22 gold (Tribute Gold:
25/45/45 gold (Ancient Coin/Nomad's Medallion/Remnant of the Ascended)⇒ 28/50/50 gold (Other Changes
18⇒ 28 seconds after spawning (mid lane minions unchanged at 18 seconds of ghosting)Upcoming Skins & Chromas
The following skins will be released this patch.
Papercraft Anivia (1350 RP)
Papercraft Nunu & Willump (1350 RP)
The following chromas will be released this patch.
Papercraft Anivia
Papercraft Nunu & Willump
Share Your Thoughts!
That's it on our end, time to hear from you guys! What do you think of the balance changes this patch? Who do you think will use the new
Let us know in the comments below!