For those of you who don't remember, this is the old joust map:
Jungle on either side with multiple camps. I played this a decent amount back in the day. This should be fun reminiscence.
Item changes:
Blackthorn Hammer (shift): Increased health from 350 to 450, and decreased power from 30 to 25. HR's concept here is to make it a more obvious tank item. I don't think they get it. I don't know if this will change how often it's picked up.
Silverbranch Bow (shift): This is now a full T3 item, rather than a T2 / Bridge item like Ichaival. Sees a price increase to 2,200 gold, with 20 physical power, 25% attack speed, 10 penetration, and passive (for each 0.02 attack speed you go over cap (2.5) you gain 1 physical power. Ex: if you would go to 2.6 attack speed, you instead go to 2.5 + 5 physical power). Why are they trying to get people to overcap AS?!?!? This is not a good payoff. Seriously, WTF. I can see some new builds now..."This build is meant to take advantage of Silverbranch's passive" and then we see Artemis with Ninja Tabi Odysseus' Bow The Executioner Qin's Sais Silverbranch Bow Atalanta's Bow (and don't you dare say that sounds good to you!!!)
God changes:
Anhur (buff): Desert Fury gets 10 increased damage at all ranks, and a 10% increase in scaling. I don't like this guy in either case...meh. But I guess he needed it, as he falls off late.
Baron Samedi (nerf): Life of the Party gets a decrease to the amount of Hysteria he gets per hit from 8 to 5, and a self slow increase from 40% to 60%. Starting to feel like he's getting nerfed a bit too much. I don't really fear him anymore.
Cernunnos (buff): The Wild Hunt gets a mana cost reduction at higher ranks, and is now a flat 100 mana cost. 140 mana at rank 5 is pretty damn expensive, so I understand this.
Chernobog (nerfs): Crystallized Curses base damage of the first hit is decreased at higher ranks, and Living Nightmare mitigation scaling gets a decrease at lower ranks. One nerf at early stages, one nerf at late stages. Guess it's fair...he can definitely output some good damage.
Fenrir (buff): Now gets 3 runes for getting an assist. This will help him more immediately chain effectiveness in a fight. Seems functional.
Pele (buffs): Base health increased from 440 to 460. Pyroclast CD decreased from 14 to 13. Magma Rush MS increased from 20% to 30%. Guess we know squat, eh HR? It's not our freaking fault if we get a ton of people not knowing how to build her, and are thus underperforming!!! Dude...level 1 with 30% MS if leveling Magma Rush first? Are you kidding me?
Ne Zha (nerf): Righteous Spirit base power decreased from 1 per stack to 0.5 per stack. That's fair.
Thoth (nerf): Glyph of Pain no longer triggers item effects. I mean, I'm sort of happy because his range is BS. How exactly does this work, though? Can he use his other abilities through it and have those abilities still trigger things like Soul Reaver or Spear of the Magus?
This patch seems off the mark. First one in a while that I feel they didn't get things mostly right. Am I wrong?
I’ve been playing a bit of Pele the last couple of days and though it’s not hundreds of hours, I do agree that these aren’t the buffs she needs. I think she needs a slow cleanse/immunity on the 3 and maybe make her 2 come out faster cause i’m never sure if I accidentally jumped or my ability went off. Guess we’ll see what happens on PTS.
Trying to reward overcapping a stat is a pretty poor design choice imo. I'd honestly prefer having a global passive (for every god in the game) which takes away stats for every time you overcap AS, CDR, etc.
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