Kinda silly buff for Shyvana since you couldnt simply fight her 1 v 1 early on, now shes gonna hurt seriously, just think of this:
Flame Breath--> AA- Twin Bite-AA = 10% of enemy HP gone in less than 2 seconds and thats just without taking her normal burst in consideration
I dont like the base damage reduction of her Flame Breath though since it was nice to lvl up 2nd solo top but now passing through all enemies you might deal more constant damage with it now, have to test it :P
Also her ultimate is more of a reliable CC, you can come to lane and position in front of enemies with Burnout and you will push them back the full distance with Dragon's Descent
Now if she had at least something like a slow without having to get a Phage or Bilgewater Cutlass...she wud be unstoppable, cant say im not happy with this for now anyway :3
Flame Breath--> AA- Twin Bite-AA = 10% of enemy HP gone in less than 2 seconds and thats just without taking her normal burst in consideration
I dont like the base damage reduction of her Flame Breath though since it was nice to lvl up 2nd solo top but now passing through all enemies you might deal more constant damage with it now, have to test it :P
Also her ultimate is more of a reliable CC, you can come to lane and position in front of enemies with Burnout and you will push them back the full distance with Dragon's Descent
Now if she had at least something like a slow without having to get a Phage or Bilgewater Cutlass...she wud be unstoppable, cant say im not happy with this for now anyway :3
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Elohell is like Irelia's stun: if your real level is equal or lower than the level you are in, you're STUNNED there forever. If your actual level is higher than the level you are in, you're just SLOWED in your way up.
Heres my Shyvana guide! I will dance in their ashes
Let's rework double shield mechanics to make it more noob-friendly. - GREAT IDEA!
Needed mf tweak imo.
Nami is still not on par with other defensive supports.
YUS rumble nerf
Shyvana needed those buffs, she's just out of place at the moment <.<
Interesting TF change. seems like they want his ult to be less snowbally but be "better" lategame for catching enemies.
Guys, we intended for varus q to be maxed first, please do so - riot.
****in zac <3 nerfs
****ing zed <3 nerfs
Needed mf tweak imo.
Nami is still not on par with other defensive supports.
YUS rumble nerf
Shyvana needed those buffs, she's just out of place at the moment <.<
Interesting TF change. seems like they want his ult to be less snowbally but be "better" lategame for catching enemies.
Guys, we intended for varus q to be maxed first, please do so - riot.
****in zac <3 nerfs
****ing zed <3 nerfs
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!
"Carrying"-guide | My reviewservice
"Carrying"-guide | My reviewservice
Quoted:
Let's rework double shield mechanics to make it more noob-friendly. - GREAT IDEA!
For Diana I have to say I'm completely fine with that change (especially when jungling). I don't want to have to run around and waste time like a dumbass just to get more out of my shield :/. I think that change was really good.
For Lux, I think it should have stayed the way it was... Now it's just another shield :/. Timing isn't much of a factor anymore..
Quoted:
Let's rework double shield mechanics to make it more noob-friendly. - GREAT IDEA!
Needed mf tweak imo.
Nami is still not on par with other defensive supports.
YUS rumble nerf
Shyvana needed those buffs, she's just out of place at the moment <.<
Interesting TF change. seems like they want his ult to be less snowbally but be "better" lategame for catching enemies.
Guys, we intended for varus q to be maxed first, please do so - riot.
****in zac <3 nerfs
****ing zed <3 nerfs
I agree with the hot dog XD
Thanks to Hogopogo for my signature!
DarkPercy wrote:
For Diana I have to say I'm completely fine with that change (especially when jungling). I don't want to have to run around and waste time like a dumbass just to get more out of my shield :/. I think that change was really good.
For Lux, I think it should have stayed the way it was... Now it's just another shield :/. Timing isn't much of a factor anymore..
Used to be a tradeoff, eiher you lose 0 hp or you get a clear almost on par with the fasest junglers out there. Now you lose almost 0 hp and your clear is still as good.
If that's not just making diana jungle(as well as lane) a lot more noobfriendly then i don't know what is <.<
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!
"Carrying"-guide | My reviewservice
"Carrying"-guide | My reviewservice
Quoted:
Used to be a tradeoff, eiher you lose 0 hp or you get a clear almost on par with the fasest junglers out there. Now you lose almost 0 hp and your clear is still as good.
If that's not just making diana jungle(as well as lane) a lot more noobfriendly then i don't know what is <.<
No... are you serious lol? Were you really running around in the jungle to make sure your shield's two procs would be used to maximum potential haha? I'm pretty sure no one did that cause you barely lose any health and you gain so much speed just by standing on top of the creeps. Also, the range and on the W and the way Diana chases her enemy makes it so her bombs pretty much explode instantly right after you cast it, making it literally impossible to use the first shield to its maximum potential unless you were doing it wrong and not staying ON your target while chasing (so it was promoting BAD play?!). That change just made sense.
And yes it will make Diana's sustain better in the jungle but I mean, it's not like that ''fixed'' a ''weak point'' or something. I don't think it'll change much. What's strong is her snowballing potential... (omfg)
I know you sometimes did it "wrong" on double golems when low for extra shield >.>
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!
"Carrying"-guide | My reviewservice
"Carrying"-guide | My reviewservice
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... Man I used to say that stuff. It's been years.