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Lee Sin Hotfixes

Creator: Zeprido April 6, 2011 6:17pm
Zeprido
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Morello: http://www.leagueoflegends.com/board/showthread.php?t=634204

Hey folks,

We were able to get some of our Lee Sin buffs in without a patch using a server-side hotfix. The changes are as follow:

Sonic Wave/Resonating Strike AD ratio increase to 1.0 from 0.8
Tempest/Cripple AD ratio increased to 1.0 from 0.6
Dragon's Rage AD ratio increased to 2.0 from 1.5
Flurry's Energy restoration increased to 15 from 10.

Other changes (such as Q missile fixes) have to wait for a full patch, but we wanted to get what we could out now. Enjoy!


Thoughts? Concerns? Will this help aleeviate some problems?
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Still don't care much for him. He'll obviously be better late game now but the problem is just that I haven't seen anybody play him. I don't think scaling was the problem. He probably would have been perfectly balanced without the improved AD scaling - just give people a few weeks to figure him out like they did Irelia.
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Irelia wasn't bad because people couldn't figure her out. The problem was the metagame, and the metagame just suited her at the time. I think nerfing and buffing champions to suit the metagame is a good thing, so people who bought Lee Sin early on aren't disappointed.
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huh?

the problem was people didnt realise triforce made her burst ridiculously high while not being able to be CC'd at all

the problem with lee sin is he basically did 0 damage throughout the game against competent setups (and could only use 1 - 2 abilities at a time)
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Jet wrote:

huh?

the problem was people didnt realise triforce made her burst ridiculously high while not being able to be CC'd at all

the problem with lee sin is he basically did 0 damage throughout the game against competent setups
(and could only use 1 - 2 abilities at a time)
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The real problem with Lee Sin is his animations.
He was originally scrapped because he was BORING. And he still is, fanboys just got him a little too much momentum.

They need to redo his Dragon's Rage animation.

It needs to be like "RAWRRR, FLAMING DRAGON AURA" -> "Kick in the face"


The trajectory of the knocked-back enemy should also leave searing flames on the trail that damage or slow enemy units too.
Just cause it'd be perfectly reasonable and non-OP AND it would suit his backstory about setting himself on fire (fire theme). Also, it'd be dam entertaining. :P
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The damage was not the problem. The problem is energy. and change from 10 to 15 isnt gonna fix the problem. It should give full 20(or 30) energy on next attack (but only one) after using a skill.
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IMO is think the design is actually the flaw. The problem to me is that he is a melee DPS that has great inititation. Like WW sometimes people cant keep themselves in their pants and just jump into a fight. Dashes, focused, dead. Either be careful like say master yi, or build tanky like Irelia and Olaf. He has good burst but his AA fails at life. My suggestions would be:

1. Buff W to shield a little more
2. Buff R so that it will be at a least a little more CCish
3. Buff Q so that the wave travels much faster
4. Increase his base Energy or decrease the energy cost per level
5. I really dont know how but he seems to be really slow. I dont know why though.
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He's a little better now. I still don't think I've seen anyone play him correctly though. Me included.


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