Honestly, I rarely use flash as an escape tool.
9 out of ten times, it's an initiate tool for me.
9 out of ten times, it's an initiate tool for me.
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Lugignaf wrote:
Honestly, I rarely use flash as an escape tool.
9 out of ten times, it's an initiate tool for me.
^ This.
Another reason why Riot's 'Flash makes the game too passive' attitude doesn't make sense to me.
Thats how its intended to be used.
Everything else is a result from spoiled positioning and missing map awareness/wards.
In those rare cases where both parties did their damn best and one side could use Flash to avoid a certain but narrow defeat, it should be on CD anyway.
Everything else is a result from spoiled positioning and missing map awareness/wards.
In those rare cases where both parties did their damn best and one side could use Flash to avoid a certain but narrow defeat, it should be on CD anyway.
Yeah flash is the reason why a lot of fights start lol.
But its the few escapes that happen during a game that's sending it into a huge nerf.
But its the few escapes that happen during a game that's sending it into a huge nerf.
Quoted:
Yeah flash is the reason why a lot of fights start lol.
But its the FEW escapes that happen during a game that's sending it into a huge nerf.
THAT is an understatement.
Even with the "how it should be" idea behind it, damn fact is, that the more the teams are matched the more of Flashs usage displaces in the getaway direction.
At the very least it turns out like this: Player Team A uses Flash to close in for the kill -> Player Team B uses Flash to put up some distance.
Giving you an extra defensive/offensive move and the ability to wall leap (Which in fact is one hell of a + in ths game), is the reason why a nerf (apparently not the one announced) is advisable.
Honestly, nothing will change.
If they don't nerf Flash much, it will remain the best summoner and everyone will continue taking it.
If they nerf Flash badly enough, everyone will simply take Ghost instead (and all squishies will instantly be rendered worthless).
There's really not much middle ground here and either way everyone will still be taking the same spell (because there are only two movement/escape spells in the game).
Clairvoyance will continue to be taken on supports regardless (assuming Riot doesn't just decide to delete every support in the game given how much they hate the role).
If they don't nerf Flash much, it will remain the best summoner and everyone will continue taking it.
If they nerf Flash badly enough, everyone will simply take Ghost instead (and all squishies will instantly be rendered worthless).
There's really not much middle ground here and either way everyone will still be taking the same spell (because there are only two movement/escape spells in the game).
Clairvoyance will continue to be taken on supports regardless (assuming Riot doesn't just decide to delete every support in the game given how much they hate the role).
Disagree with the flash and CV changes, really disagree. Riot says that they want more aggressive gameplay, and yet they nerf two summoner spells that make it possible to be aggressive. What's next? Nerf to wards?
Hopefully promote is a useless spell as I really would hate to see this game centered around split pushing and stopping pushes. Cleanse used to remove ignite and exhaust effects (and also some ultimates) and it was a really popular pick back then. This is pretty much a direct buff to mundo/swain and you should expect to see this taken on a lot of ad carries. My predictions:
Top solo - Ghost/flash + exhaust/ignite/TP
AP mid - flash + ignite/exhaust
Jungler - flash/ghost + smite
Support - flash/CV
AD carry - flash + exhaust/cleanse
This new surge spell is interesting, but I really don't see where it is going to fit in with our current lane roles. You can't switch it out for CV on a support and it's hard to justify sticking it on anyone else. However, this spell does sound like it would be pretty good. Interested on how these changes effect the meta.
Hopefully promote is a useless spell as I really would hate to see this game centered around split pushing and stopping pushes. Cleanse used to remove ignite and exhaust effects (and also some ultimates) and it was a really popular pick back then. This is pretty much a direct buff to mundo/swain and you should expect to see this taken on a lot of ad carries. My predictions:
Top solo - Ghost/flash + exhaust/ignite/TP
AP mid - flash + ignite/exhaust
Jungler - flash/ghost + smite
Support - flash/CV
AD carry - flash + exhaust/cleanse
This new surge spell is interesting, but I really don't see where it is going to fit in with our current lane roles. You can't switch it out for CV on a support and it's hard to justify sticking it on anyone else. However, this spell does sound like it would be pretty good. Interested on how these changes effect the meta.
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"OMG! SOME CHANGE TO OUR PRECIOUS META GAME? RIOT IS F***ING STUPID!"
That is about 80% of what i heard during this thread...
Do you want metagolems to be the best meta about?
They will cleanse your CC, most have a blink/dash as it is (bar Olaf and stuff) and as such fit into the meta, you can't ever escape them, and you can't exhaust them because of cleanse.