Fizz Patch changing Masteries and Summoners Spells

#1 Posted by LordXavierBritish (6320 posts) -

All you LoL players realize how big a fucking deal this is. Clarvoiyance and Flash nerf as well as the removal of Fortify and the addition of Promote. Plus all the fucking masteries are changed.

Exciting times.

#2 Posted by Tuggah (1073 posts) -

No more fortify? This is outrageous.

#3 Posted by BenderUnit22 (1545 posts) -

The new masteries are pretty interesting and seem to have much a bigger impact if you focus on one tree now (whereas right now, you'd waste points if you'd stick to a tree). I'm curious why awareness and runic affinity are so far down the tree, making it pretty tough for junglers for example to get that prolonged buff without sacrificing their core purpose.

#4 Posted by jakob187 (21757 posts) -

@Tuggah said:

No more fortify? This is outrageous.

...ly awesome and about goddamn time!

Flash and Ignite have been stupid OP for a while, and Clairvoyance was ruining the fun of League of Legends pretty bad. They didn't talk about "Surge" at all, which makes me wonder if they scrapped it (or if I missed hearing about it in the video). Promote should be nice, but I have a feeling that it'll die out a bit as people continue to play the game.

The new mastery trees, however, are FUCKING SICK! My Shyvana is going to be so stupid goddamn OP at level 1 that it's not funny!

#5 Posted by Tuggah (1073 posts) -

@jakob187 said:

@Tuggah said:

No more fortify? This is outrageous.

...ly awesome and about goddamn time!

Fortify was the key to my tanks.

#6 Posted by nintendoeats (5975 posts) -

I really want those new masteries. The old ones had a lot of obnoxious aspects.

BUT GOD DAMN THAT SONA NERF.

#7 Posted by psoplayer (240 posts) -

Consequences will never be the same!

Online
#8 Edited by jakob187 (21757 posts) -

@Tuggah: The role of tanks is beyond just wasting a summoner spell slot to stop damage on a turret. If you are having to do that, then you are suffering from two problems:

  1. Your team isn't doing their job of defending turrets well, and they are slacking off in their lanes.
  2. The opposite team is harassing super hard, and your team isn't punishing them for doing that.

Fortify was also an incredibly stifling ability. Sure, it would potentially stop a team from pushing further, but that Fortify also caused the game to drag on for at least another ten minutes.

I can see Fortify being a worthwhile arguing factor if someone said "...but they put a skill in that gives 10 extra dmg per hit to turrets", which is a fairly significant amount overall. However, I'd rather that my team played in a competent manner and punish people for pushing a turret when they shouldn't rather than popping a button because I'm playing poorly.

Overall, I like what I'm seeing in this patch in terms of balance changes and the new masteries. They finally recognize the usefulness of jungling in the trees, they recognize the importance of early game lifesteal and spell vamp for some champs (although I would argue that it reverts some of the previous nerfs on champs like Lee Sin, Morgana, Vlad, etc a bit too much). Corki has needed some serious love, and it's nice to see them giving it to him over the last patch and this one. Caitlyn has needed nerfing for a while. AP Sion has needed to get hit with a barbed wire nerf bat for some time (particularly because very few people are GOOD AP Sions). Overall, it all sounds pretty good.

In the end, though, Fizz is going to be broken as SHIT! No creep collision? FUCKING SICK! He's going to be an incredibly aggressive champ, in ways that Graves and Shyvana only imagined being. I'll be curious to see what he scales from. My guess is AD on Q and AP on W and R. That would be incredibly awkward to do, as it would mean that his Q will be nothing more than a form of escape or initiation.

Either way, Rara has the post up now saying that servers get the hard shutdown at 1AM PST. Get ready for a brave new world, Summoners!

#9 Posted by Tuggah (1073 posts) -

@jakob187 said:

@Tuggah: The role of tanks is beyond just wasting a summoner spell slot to stop damage on a turret. If you are having to do that, then you are suffering from two problems:

  1. Your team isn't doing their job of defending turrets well, and they are slacking off in their lanes.
  2. The opposite team is harassing super hard, and your team isn't punishing them for doing that.

Fortify was also an incredibly stifling ability. Sure, it would potentially stop a team from pushing further, but that Fortify also caused the game to drag on for at least another ten minutes.

I can see Fortify being a worthwhile arguing factor if someone said "...but they put a skill in that gives 10 extra dmg per hit to turrets", which is a fairly significant amount overall. However, I'd rather that my team played in a competent manner and punish people for pushing a turret when they shouldn't rather than popping a button because I'm playing poorly.

Fortify for me was usually to stop tower dives or at least kill them while they do it. Because fuck tower dives. But I do agree it does make games drag out a bit longer.

#10 Posted by artgarcrunkle (970 posts) -

There's still nothing worth taking over flash so it's kind of a pointless nerf.

And Fizz does decent damage, insane mobility and can double juke over terrain (triple with flash) so eventually he'll be nerfed into obscurity like other champs with hard to balance kits.

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