To be honest, with some reflection, I actually support the changes of the last patch - bar Sunfire now becoming passive and Randuin's nerf. All they needed to do was lower Sunfire's damage output - also, they didn't need to change Randuin's CDR at all.





Kael312 wrote:
Phreak Wrote:
Twitch still wipes teams. Trust me on this; I play him. We wins games single-handedly. The change is to basically hard cap the amount of damage he can do. If we have to re-assess him and re-balance him elsewhere, we will. But that ultimate gets WAY too crazy late-game, where 6 seconds of ultimate at 2.5 attacks per second is just flat out overpowered. This actually helps him out a bit early game to compensate, but we will always keep looking at him. Also Expunge builds on Twitch are less than optimal. I'll take 5 second AoE slow and bonus attack speed so that I can get more hits with my Infinity Edge all day. Even on top of that, you weren't incentivized to build attack speed on him at all. You got everything you ever needed with Q and R. Now you don't feel bad for getting a Phantom Dancer, etc.
Original Thread
Since I main Twitch, I guess I should give this my two cents. Twitch's ult is quite powerful, and the 'nerf' to him has limited how much damage he can do. HOWEVER, reducing the AS from

Quoted:
Edit: We do have a giant plan. Last patch (and some of this one) was ranged carries (movespeed, LW/IE, elixirs, Janna/Morgana). This one was tanky DPS. Next one is probably going to include sustainability. (Hi, I have Taric in my lane. Just stop attacking me, ok?)
I feel like this is another nerf to sona.
well good **** here.
I like the idea of tanks. They should be tanks, annoing and hard to kill that initiate. NOT single handed wiping 2-3 ppl or dealing more AoE damage than carries o_O.
Idc about twitch. He is a carry and needs to position good to be effective. Yes he is a HUGE threat in teamfights but it only takes 1-2 sec to swap to him and kill him in 0.5 sec. a single exhaust just ****s him up, no fuss abut it :P
I like the idea of tanks. They should be tanks, annoing and hard to kill that initiate. NOT single handed wiping 2-3 ppl or dealing more AoE damage than carries o_O.
Idc about twitch. He is a carry and needs to position good to be effective. Yes he is a HUGE threat in teamfights but it only takes 1-2 sec to swap to him and kill him in 0.5 sec. a single exhaust just ****s him up, no fuss abut it :P
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Twitch still wipes teams. Trust me on this; I play him. We wins games single-handedly. The change is to basically hard cap the amount of damage he can do. If we have to re-assess him and re-balance him elsewhere, we will. But that ultimate gets WAY too crazy late-game, where 6 seconds of ultimate at 2.5 attacks per second is just flat out overpowered. This actually helps him out a bit early game to compensate, but we will always keep looking at him. Also Expunge builds on Twitch are less than optimal. I'll take 5 second AoE slow and bonus attack speed so that I can get more hits with my Infinity Edge all day. Even on top of that, you weren't incentivized to build attack speed on him at all. You got everything you ever needed with Q and R. Now you don't feel bad for getting a Phantom Dancer, etc.
Tanky DPS nerfs are tanky DPS nerfs. Mordekaiser early shield is frustrating, Garen was pushed more toward scaling and away from base damage, Gragas had too many free stats on W, Olaf is basically unstoppable if the game goes past 40 minutes, Malphite is just a better version of Annie, etc. I'm actually surprised people are upset by these. Notice that we didn't hit Amumu, Galio, Shen, Rammus, etc. Real tanks who serve their job correctly, not "lol I nuke you like Annie but tank like Alistar."
Innervating Locket we had discussions about. We could either gut it so that it's balanced on 2 champions and useless on the rest, or we can just pull it and re-make the item while giving it the proper time to implement a good version. But we're not leaving it in the game in the way it is now.
Elixirs weren't serving the goals we wanted. They were supposed to be "hey we're losing, buy these Elixirs to win a teamfight." But they didn't work out that way. They were, "Hey, I'm Ashe with an Infinity Edge. Let me get 20 damage, 15% crit chance, some attack speed, and 400 hp for only 600 gold. Oh by the way we won the game in those 4 minutes." Acknowledging that they were just used to "top off" ranged carries, we went with the "nerf" route. Note that the blue elixir was nerfed much less than red/green.
Wards contributed too much to passive gameplay. I suppose we could have lowered the cost as well, you're right, but that ward on Dragon lasting 4.5 minutes... Yeah bottom lane's not getting ganked. You're right that this change was aimed more at top players who actually buy wards, but let's face it, if you're good enough to buy wards, you're good enough to know you'll still keep buying wards. Now it's just more of a trade-off than "obvious."
tl;dr: I think every single change in there is going in the right direction.
Edit: We do have a giant plan. Last patch (and some of this one) was ranged carries (movespeed, LW/IE, elixirs, Janna/Morgana). This one was tanky DPS. Next one is probably going to include sustainability. (Hi, I have Taric in my lane. Just stop attacking me, ok?)
Original Thread
Edit: Zhonyas Change?