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During Upgrade's duration, Rockets will fire 5 instead of 3 and Grenade will fly to it's target location faster.
Upgrade already heals standing turrets, so I don't think so.
I feel Heimerdinger just has real potential as a military warfare champion where you push a button and a team fight suddenly turns into Armageddon.
Upgrade already heals standing turrets, so I don't think so.
I feel Heimerdinger just has real potential as a military warfare champion where you push a button and a team fight suddenly turns into Armageddon.
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Yeah, I was surprised too.
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About damn time too, its a really informative thread and deserves to be seen moar.
Nidalee - Olympic Gold Medalist Guide <-- Recently Updated

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It would be seen more if people posted about the topic like I asked. >...>
Also, incoming OP
Shen buffs!! They're shipping the buffs next patch!
Guinsoo says that PTR thinks he's too powerful, but will still have a rough time competing with Alistar, who'll always be viable because of his
Pulverize +
Headbutt combo.
Also, incoming OP

Guinsoo says that PTR thinks he's too powerful, but will still have a rough time competing with Alistar, who'll always be viable because of his


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Orianna is the new Vlad
She'll be steadily getting nerfs until she stops being OP when played right.
Xypherous:
Orianna's strengths are as follows:
1. Zone control/reach - mostly due to Q range of 850 and leash of 1125.
2. High base values - Total base damage of 1000 at 18.
3. Scaling - Total ratios of 2.0 at 18 - (AKA, this is the baseline for burst AP mages.)
4. Utility - Slow, Speed, Shield, Vacuum, Defense Bonus, Scout - (AKA, this is the baseline for most utility support kits.)
5. Harassment potential - 550 AR + Decent AA damage.
Sure, she's hard to use and land, but in the hands of competitive players who have mastered her, she's currently paying off way too easily. I didn't quite expect her to be that dominating in competitive play.
Although I'm not on live balance, I'm pushing for steady nerfs until she's in an acceptable state at high-tier play and then I will try to push on Quality of Life fixes that would make her easier to play in the hands of new players. (Although, I note, I have comparatively very little say on actual balancing.)
My intent was that an Orianna player would never be able to use her toolset all at once effectively and that there would be trade-offs between the various modes of mage or support, but in the end, competitive players have figured out how to use all her tools at once. Orianna has the tools to do everything your support player can do and everything your burst mage can do, while making your tank a better tank.
So yeah... she's crazy. My bad on that, I fully admit that I was completely off on her power to skill scaling ratio. :/
I think if we hit her laning zone control along with some more ratio/range tweaks, she'll still be completely insane once mastered but far less frustrating / crazy OP to face at high elo - Then we can push some quality of life stuff to make it easier for mid elo players to use her.
Xypherous:
Orianna has to be changed and fixed to make sure that higher-tier play is still competitive and that she's not warping the game at that skill level. Her skill cap is high but right now, it is ridiculously overpoweredly high at competitive play.
I know there's a general perception that we 'cater to low skill' - but Orianna (and before, Ezreal) proves just the opposite is true. If a champion is problematic at any skill level, it's completely unacceptable.
My reasoning that she will need further adjustments in mid-elo to bring her up is that if her power level gets nerfed to make her relatively in lane with the other competitive picks, then in general, no one besides the top 10% or so will be able to use her effectively - and so she'd be problematic at mid-elo because she'd be really frustrating to play *as* - but I could be wrong on that.
She'll be steadily getting nerfs until she stops being OP when played right.
Quoted:
Xypherous:
Orianna's strengths are as follows:
1. Zone control/reach - mostly due to Q range of 850 and leash of 1125.
2. High base values - Total base damage of 1000 at 18.
3. Scaling - Total ratios of 2.0 at 18 - (AKA, this is the baseline for burst AP mages.)
4. Utility - Slow, Speed, Shield, Vacuum, Defense Bonus, Scout - (AKA, this is the baseline for most utility support kits.)
5. Harassment potential - 550 AR + Decent AA damage.
Sure, she's hard to use and land, but in the hands of competitive players who have mastered her, she's currently paying off way too easily. I didn't quite expect her to be that dominating in competitive play.
Although I'm not on live balance, I'm pushing for steady nerfs until she's in an acceptable state at high-tier play and then I will try to push on Quality of Life fixes that would make her easier to play in the hands of new players. (Although, I note, I have comparatively very little say on actual balancing.)
My intent was that an Orianna player would never be able to use her toolset all at once effectively and that there would be trade-offs between the various modes of mage or support, but in the end, competitive players have figured out how to use all her tools at once. Orianna has the tools to do everything your support player can do and everything your burst mage can do, while making your tank a better tank.
So yeah... she's crazy. My bad on that, I fully admit that I was completely off on her power to skill scaling ratio. :/
I think if we hit her laning zone control along with some more ratio/range tweaks, she'll still be completely insane once mastered but far less frustrating / crazy OP to face at high elo - Then we can push some quality of life stuff to make it easier for mid elo players to use her.
Quoted:
Xypherous:
Orianna has to be changed and fixed to make sure that higher-tier play is still competitive and that she's not warping the game at that skill level. Her skill cap is high but right now, it is ridiculously overpoweredly high at competitive play.
I know there's a general perception that we 'cater to low skill' - but Orianna (and before, Ezreal) proves just the opposite is true. If a champion is problematic at any skill level, it's completely unacceptable.
My reasoning that she will need further adjustments in mid-elo to bring her up is that if her power level gets nerfed to make her relatively in lane with the other competitive picks, then in general, no one besides the top 10% or so will be able to use her effectively - and so she'd be problematic at mid-elo because she'd be really frustrating to play *as* - but I could be wrong on that.
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Upgrade is also considered very good, just lacking in the feeling/impact of being an ultimate.
I'd like to see