We got health scalings and Spirit of the Ancient Golem. Is it a problem? Definitly not! I also got a different passive now, which again focuses onto tanks and not bruisers
If scalings get a problem, lower them and give them more base for earlygame, problem solved.
A little more balanced, but still highly exploitable.
Let's not forget the uber-useful active...
Spirit of the Ancient Golem is in the same boat, but that is sort of remedied by the fact that it is unattractive to anyone who isn't a jungler because of its high initial gold inefficiency and build pathing. Although I also think it should be fixed as well, this is kind of a moot point with the S5 changes coming.
[quote=FantasySniper][quote=NicknameMy]We got health scalings and [[spirit of the ancient golem]]. Is it a problem? Definitly not! I also got a different passive now, which again focuses onto tanks and not bruisers
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The same should be done with [[spirit of the ancient golem]].
If scalings get a problem, lower them and give them more base for earlygame, problem solved.[/quote]
A little more balanced, but still highly exploitable.
Let's not forget the uber-useful active...
[[Spirit of the Ancient Golem]] is in the same boat, but that is sort of remedied by the fact that it is unattractive to anyone who isn't a jungler because of its high initial gold inefficiency and build pathing. Although I also think it should be fixed as well, this is kind of a moot point with the S5 changes coming.[/quote]
-snip-
The same should be done with
If scalings get a problem, lower them and give them more base for earlygame, problem solved.
A little more balanced, but still highly exploitable.
Let's not forget the uber-useful active...