@Poison: I assume your saying I realized i was wrong before I hit submit. I didn't, although I did realize i was slightly wrong on the PD thing after.
Spirit Visage (300 more gold for 50 hp is not at all a worthwhile trade)
Spirit Visage's passive is TOO strong for some heroes and useless for others. The ones that can use it, is like buying a 1250 Staff of the Master from HoN. Thats silly. Its still cheap in my opinion but Ive seen it already take its hold.
The only one it was 'too strong' on was Mundo, like Neki said. It had good synergy with Locket but the combination was way overblown. Spirit Visage only worked on a few heroes but now its only worthwhile on heroes like Mundo where the same mechanic is still so broken the 300 gold is negligible. Whatever you're complaining about (your analogy is lost on me) is unaffected and all that has happened here is a impediment to wider build viability on several heroes. There are so many reduced healing effects anyway. This change was especially unneeded since Locket is gone.
There aren't THAT many, and it's on a per hero basis save ignite(noone buys Exec anymore, really, although it is useful vs soraka or something, not vs locket.)
Spirit Visage is meant to be a niche item, and it has it's niche. It's only useful on heroes that can heal themselves, and can do a medium-high amount of it, which isn't that many. So it didn't really impede that many builds.
Gragas: He was untouchable with SV+Innervating+Passive+Rage, while still dealing good damage.
Udyr: Same kind of thing, except he jungled also, and did more damage. Note that he got buffed in the big picture.
Morde: I really didn't think he was that good at first, but (and i have NO IDEA how this happens) when he can tank a full team for 10 seconds and kill two-three people, and kill 2-3 if not focused, something is wrong.
Sunfire: I have almost no idea why this happened, but it wasn't a big deal to anyone except garen, who could stack them half the time to become a walking tank with a smaller defile aura.
Banshees: Actually had to check notes to see how this got nerfed. They're all small nerfs, but even with them it still is the item to go to for MR most of the time, and that passive is still one of the best things in the game overall.
SV : This got buffed, costs 75 less gives 50 more HP.
Wards: Now they can't be defended nearly as easily, which was actually really annoying when they had a ton of hp
The item changes are particularly annoying. I've only played one game since but I can already tell that it hit Mordekaiser's early game heavily. I'd be fine with the ward changes if they kept the duration to gold cost the same (down to 60 gold). It was already hard enough to get teammates to contribute to warding. The point of most tanky DPS
Udyr: Udyr was considered fine to slightly underpowered until people started losing their minds about locket and SV. The whole thing was grossly exaggerated. One Banshees Veil and Udyr can't do a thing to you. He really got under scrutiny because of the widely publicized Ionia vs Noxus game. He was only unkillable because they massively outplayed Noxus and fed him. Any tank thats level 18 while the enemies are all level 12 is going to be indestructible and deal noticeable damage. I really can't say how his single target damage and game-style has shifted with the Tiger stance changes until I really play him, but his jungling and AoE was definitively nerfed.
Note that he was the fastest and best jungler in the game, and that Riot wants to nerf junglers overall. However, he may have been overhyped but he really did seem to be OP if put in the right team, although he wasnt nearly as OP as some of the others, which is why he wasnt nerfed nearly as much, just changed to promote less of a tanky build and more of a dps.
Morde: Clearly you have delusions about how much damage Morde can deal when going strictly tank. Clearly no one versing him knew how to play.
His ult does tons of damage no matter what, really. And a ghost just puts him over the top in damage. Although morde didn't get nerfed that much overall, except his early game(Which is where he raped everyone.)
Sunfire: 700 for the passive was already pushing it. 800 is too much. I'm fine with it being Unique.
If you check the actual gold worth, It's still WAY worth it, probably without the damage. Most items are like that.
Banshees: I said the changes annoyed me, since I frequently tank, not that they were devastating- Banshees didn't need this. You'd be surprised how often 75 health makes the difference. This change also severely decreases the instances it can be viable on heroes that don't use mana.
It was the best item in the game for dealing with a team with even one mage that hit you with spells. It's not really a big change, but I actually appreciate it, even though I do tank quite often.
Spirit Visage: You're wrong, read again. The overall cost has been increased by 300 gold.
This is true. However it's still great in its niche.
Wards: I don't care about the health reduction, I support that. What I don't care for is a 30% decrease in duration, especially while the gold cost remains the same.
Now 180 gold doesn't = no ganks succeed all lane phase, which makes complete sense.
It does not take skill to avoid a stun with flash and proceed to kill someone because their only cc was wasted on a summoner spell, or to get away and hide at tower if you would lose the fight. See: Ionia VS Noxus: the first time Sion ganked.
You're right, it isn't hard to time the projectile pop in that instance, though I would argue that it is hard for someone who isn't very dexterous. There are instances where it does take sheer awesome reflexes though, and plenty more where reflexes aren't enough without being able to predict what the enemy will and can do.
It isn't about that though. Being able to pop projectiles, apart from execution, can separate the skilled an unskilled in terms of what they can pull off and accomplish. I can't tell you the number of times I've successfully tower dived at low health, knowing I could take two tower hits and pop the third, which would give me just enough time to finish off the kill.[/quote]
Apart from seperating them, it was an anti-fun mechanic and lead to completly passive play for the whole lane phase, sometimes even longer. Which was bad enough to get the popping projectiles moved. Tanking towers isn't supposed to really happen anyway, except late game or by tanks.
I can also Guarantee you that he wouldn't've been out that far to be able to get ganked anyway, had he not taken into account his flash and ability to pop the stun. People extend according to their capacity to do so safely. In general flash creates more opportunities for people to mess up.
Maybe mess up and get away safely, but not just to mess up. I mean really, was sion supposed to just resign because his stun is a projectile while udyr can do what he wants because his isn't?
I'm beginning to question how often and how much of the forums you guys read. Phreak said they changed PD because it was a false choice. People were getting it and they were losing out on damage, while the dodge wasn't really helping them at all. Still will be as rarely gotten, but now for better reasons.
Where the change is noticeable, however, is on someone like Mundo, where with a high health and apparent health (especially because of the not uncommon Warmogs on him and because of his massive regen) the dodge could actually be put to good use. As far as Jax goes, it wasn't necessarily a bad item for him, but he really didn't need more dodge than his ability passive, ninja tabi and dodge runes could give him.
Warmogs is bad on mundo....although his regen is always great. PD not having dodge made mundo less RNG of a hero (crit+dodge and alot of it can be really stupid)
Although he did use it, yes. However it was such a late game thing I'm sure most mundo players don't hate the fact that the dodge is gone. Jax really did NOT need it though, he needed guinsoos and stuff with AD/AP a LOT more.
Pot nerfs were for everyone, it was pretty much 'I have an advantage now I can't lose' sort of thing. But yeah, it's also meant to make melee carries more viable because of better steriods.
Ranged carries made the best use of them, and made the 'carry' part of their role go overboard. But, yes it does affect all of them. Blue pot was not hit as hard as the others, and for good reasons too, since it wasn't nearly as good and didn't have the synergy that red/green had. I support the elixir changes.
The effects are multiplicative though: Damage, AS, Crit. A pot it the hands of someone better equipped is going to get more out of it than in the hands of the guys lagging behind. I can't see how these changes are supposed to fix that except by making the disparity less dramatic.[/quote]
I believe that's all they really had to do. Note that when your winning you don't want to buy pots because it might be wasted, but when your losing it's a different story, also.
None.