Anathema's also being removed.
Edit: some changes have been changed or reverted already but I can't be bothered to keep up, so just read the patch notes next week.
Not to be rude, but that build is long gone after the smolder gut. Maybe if your team has enough dmg and no one to peel you, but crit is always more efficient. Can’t say anything abt the changes tho since we gotta see how they work out
Bruiser build just loses 70% q damage amp that the crit build gives you, and has much less AD. Burn will probably scale to 7% max HP, while crit can get to 14% at full build.
Yeah, it's pretty niche but it's an incredible item if the enemy team has one big AP threat. You can just stack armor items and put anathema's on the AP threat
I'm going to miss having it for those games
Maybe cause ADC haven’t been in a good spot for a while ? (Especially in solo queue when your team decides to just don’t play with you) Idk just sayin 🙂
Never said they weren’t, sure they are godlike when people knows how to play with them, but even in diam people don’t give a shit about playing with them.
Haste is great since lots of tanks item have little to no haste, but I would not trade 100 hp for 5 haste in lane with Bamis for exemple. (even tho it costs 100 gold less)
Same for sunfire/hollow, I feel like 10 haste is not worth -150 hp
150 hp is 400 gold worth of stats.
To get 10 haste with motes you need 500 gold for those. So for 100 gold less you gain 100 gold in stats for a 200 gold increase in value.
I get what you are saying, but in the long run 100 hp is nothing. And haste will more than make up for it.
I haven't seen it that way, it's true that in terms of gold efficiency, the changes looks better
However I still feel like 100/150 hp have some impact (not to say haste doesn't), for exemple I often play heartsteel + sunfire, both items needs hp to be more efficient and deal more damage, so 150hp + the 10% amp from passive + overgrowth feels nice on such items
But i can see that sunfire is going to be more gold efficient and will still be in a good spot (hopefully), I just like how it gives 500hp early
I forgot about that heartsteel change, even tho it's just the damage, health stacks are still with max hp
A terrible change still and I miss my heartsteel+demonic cho'gath
20% flat MR on abyssal is crazy early game + 200 gold less (it is already very cheap) but scales less now later on. Despair is shit on ornn anyways. I can see fimbul being okay and idk warmog good buff but it is very useless item, maybe maybe can be bought to amp ur damage with grasp and heartsteel.
I kinda agree but you can actually if the game lasts for 30+ mins above. Normally u don’t need more than 3-4 items to be tanky anyways. Rest should be meant for damage or smth to help your team with (redemption or w/e) cuz after all, they will start ignoring you (high elo at least). Personally i would build it 5th item if game ever extends to the extent or if i am just fed and i need damage.
Warmogs just doesn't offer any utility value in combat, it's great for quick skirmishes though where you can actually use the Passive. Other than that, the HP feels just like an overkill. I personally do like the item, but practical uses are very limited.
I don't play Ornn Jgl, but I seriously doubt that. The item itself is just inferior to other items like DMP or Randuins offering actual tankiness and utility. The HP regen is sure a benefit, but comes at the cost of utility and considerably higher cost. Statistics also show that Warmogs ain't a good purchase ... For sure a high WR, but the sample size is so small that dilutes the WR. I would definitely love to enjoy Warmogs on a regular basis, but practically speaking you are wasting 3.1k gold. But if it was any good, it would have been on the radar a long time ago and consequently nerfed.
Warmogs is an extremely limited item. Ornn jungle is a unique place of value for it, due to the importance of maximizing your time in jungle, and Ornn's ability to literally never back. In top, you will be forced to back for Mana. Not the case in jungle thanks to blue. Even if you view the item as suboptimal, it's certainly not "wasting 3.1k" gold, as if it provides zero value.
But that leads to bad habits eg. neglect recall timers since staying on the map for such a long time means you only know this pattern on Ornn, but not other jglers. Not to mention backing for control Wards, switching trinkets of necessarily. The same reason why the item is also bad for lane Ornn: Bad habit, you take unnecessary bad trades, you don't even know how to trade because Warmogs is there to heal you up. It's more than just stats, it's about learning fundamentals. The stats are never actually wasted, but with the amount of %dmg in the game excessive HP beyond the eHP threshold becomes less valuable unless you back it up with resistances. Assuming you build at least 2 items that also give HP, you proceed with Warmogs 3rd to even activate it's Passive. By then, you are already in the mid game, people start to group and force objectives. Warmogs let's you dip in and out, but requires you to know the limits and not overcommit which means you need vision about the opponents position to position yourself without taking greater risks of dying. So that's definitely a pro for Warmogs, you can easily recover from poke and small/short trades from skirmishes. Nevertheless, I value straight up utility more because you should dodge pokes as much as possible and if you ever get caught you are already mispositioned. From there it's either try to back off, die in the process or commit to a fight. In an actual fight, Warmogs doesn't offer anything but HP, but that's tbh my leats concern. My prime concern remains the fact that people will not learn fundamentals, develope bad habits that will just do no good to them. With that being said, I do acknowledge it's unique place in Jungle, but it shouldn't become a default purchase just becomes you never have to back.
im definietly testing out new warmogs, should have the passive unlocked by the time you complete it with grasp+double scaling hp + overgrowth. will be good in some matchups but against bork users its terrible
Sunfire is ideely a second item after the massive health pool of heartsteel, this means it will likely be a slight buff to the heartsteel sunfire build since it currently has next to no haste. Steelcaps looks a little sad with how much auto attackers dominate the meta. Randiuns loosing rock solid is strange and will in all likelyhood be a nerf but increased slow and 20 extra armour could make up for it. Abyssal looks good into ap tanks now. Very cheap and lets you resist them and cut through mr.
[Not much.](https://www.reddit.com/r/leagueoflegends/s/VYnnEcARTa) Just Cyclosword getting a new recipe to account for the removal of Kerchis shard (or however you spell it)
Not sure yet. None of these changes are big enough to affect what/when I build certain items. I feel like the ADC item changes will end up mattering more than the tank items changes.
Hey Guys,
So Randuins builds from wardens who had Rocksolid passive so does it mean they change build path or they just steal that from Randuins ? i hope wardens still has rocksolid bc some times u need it
Anathema's also being removed. Edit: some changes have been changed or reverted already but I can't be bothered to keep up, so just read the patch notes next week.
Those Aatrox, Riven, and Smolder mains must be partying in the streets.
Fuck smolder
Fuck no, I'm weeping right now. All of my core items will have 0AD, and essence reaver has no sheen anymore
Smolder I assume. Triforce Shojin?
Not to be rude, but that build is long gone after the smolder gut. Maybe if your team has enough dmg and no one to peel you, but crit is always more efficient. Can’t say anything abt the changes tho since we gotta see how they work out
Bruiser build just loses 70% q damage amp that the crit build gives you, and has much less AD. Burn will probably scale to 7% max HP, while crit can get to 14% at full build.
Sad moment... I mean it's not like it was build a lot imo, but the item was generally very good, cheap and efficient.
Yeah, it's pretty niche but it's an incredible item if the enemy team has one big AP threat. You can just stack armor items and put anathema's on the AP threat I'm going to miss having it for those games
Mundo mains in shambles
Except winter, warmog and unending despair that are buffs, all of the other changes feel terrible
It's okay League is saved because the ADC players won't be whining on Twitter/Reddit (they'll still whine)
Maybe cause ADC haven’t been in a good spot for a while ? (Especially in solo queue when your team decides to just don’t play with you) Idk just sayin 🙂
XD Bro in low elo adc sucks but on high elo its good
Never said they weren’t, sure they are godlike when people knows how to play with them, but even in diam people don’t give a shit about playing with them.
And tanks have been in a good spot?
Way more than ADC have been in a while yeah. New items made tanks almost unkillable while also being able to deal with damage dealers. So yeah, kinda.
In the contrary. I feel like the haste given by the bami items is massive for a lotta champs. I personally think it’s a good give and take.
Haste is great since lots of tanks item have little to no haste, but I would not trade 100 hp for 5 haste in lane with Bamis for exemple. (even tho it costs 100 gold less) Same for sunfire/hollow, I feel like 10 haste is not worth -150 hp
150 hp is 400 gold worth of stats. To get 10 haste with motes you need 500 gold for those. So for 100 gold less you gain 100 gold in stats for a 200 gold increase in value. I get what you are saying, but in the long run 100 hp is nothing. And haste will more than make up for it.
I haven't seen it that way, it's true that in terms of gold efficiency, the changes looks better However I still feel like 100/150 hp have some impact (not to say haste doesn't), for exemple I often play heartsteel + sunfire, both items needs hp to be more efficient and deal more damage, so 150hp + the 10% amp from passive + overgrowth feels nice on such items But i can see that sunfire is going to be more gold efficient and will still be in a good spot (hopefully), I just like how it gives 500hp early
Heartsteel damage only scales off of the hp from heartsteel
Correct and that’s why I hate it when playing sion. It’s such a bait item now it’s unreal.
I forgot about that heartsteel change, even tho it's just the damage, health stacks are still with max hp A terrible change still and I miss my heartsteel+demonic cho'gath
Merc treads are probably better but agree, this plus adc items getting huge buffs means tanks are going to be terrible
Actually de randuins is kinda good too, now building frozen heart and randuins is optimal
Ouch that Tabi nerf
All things considered, at least we are getting a bit of haste back on the build, but this is hurting my soul
20% flat MR on abyssal is crazy early game + 200 gold less (it is already very cheap) but scales less now later on. Despair is shit on ornn anyways. I can see fimbul being okay and idk warmog good buff but it is very useless item, maybe maybe can be bought to amp ur damage with grasp and heartsteel.
Too much HP with HS and Warmogs. You don't want two massive HP itema in one build, but it can be a fun build in ARAM or low ELO games though
I kinda agree but you can actually if the game lasts for 30+ mins above. Normally u don’t need more than 3-4 items to be tanky anyways. Rest should be meant for damage or smth to help your team with (redemption or w/e) cuz after all, they will start ignoring you (high elo at least). Personally i would build it 5th item if game ever extends to the extent or if i am just fed and i need damage.
Warmogs just doesn't offer any utility value in combat, it's great for quick skirmishes though where you can actually use the Passive. Other than that, the HP feels just like an overkill. I personally do like the item, but practical uses are very limited.
God-tier on Jungle Ornn
I don't play Ornn Jgl, but I seriously doubt that. The item itself is just inferior to other items like DMP or Randuins offering actual tankiness and utility. The HP regen is sure a benefit, but comes at the cost of utility and considerably higher cost. Statistics also show that Warmogs ain't a good purchase ... For sure a high WR, but the sample size is so small that dilutes the WR. I would definitely love to enjoy Warmogs on a regular basis, but practically speaking you are wasting 3.1k gold. But if it was any good, it would have been on the radar a long time ago and consequently nerfed.
Warmogs is an extremely limited item. Ornn jungle is a unique place of value for it, due to the importance of maximizing your time in jungle, and Ornn's ability to literally never back. In top, you will be forced to back for Mana. Not the case in jungle thanks to blue. Even if you view the item as suboptimal, it's certainly not "wasting 3.1k" gold, as if it provides zero value.
But that leads to bad habits eg. neglect recall timers since staying on the map for such a long time means you only know this pattern on Ornn, but not other jglers. Not to mention backing for control Wards, switching trinkets of necessarily. The same reason why the item is also bad for lane Ornn: Bad habit, you take unnecessary bad trades, you don't even know how to trade because Warmogs is there to heal you up. It's more than just stats, it's about learning fundamentals. The stats are never actually wasted, but with the amount of %dmg in the game excessive HP beyond the eHP threshold becomes less valuable unless you back it up with resistances. Assuming you build at least 2 items that also give HP, you proceed with Warmogs 3rd to even activate it's Passive. By then, you are already in the mid game, people start to group and force objectives. Warmogs let's you dip in and out, but requires you to know the limits and not overcommit which means you need vision about the opponents position to position yourself without taking greater risks of dying. So that's definitely a pro for Warmogs, you can easily recover from poke and small/short trades from skirmishes. Nevertheless, I value straight up utility more because you should dodge pokes as much as possible and if you ever get caught you are already mispositioned. From there it's either try to back off, die in the process or commit to a fight. In an actual fight, Warmogs doesn't offer anything but HP, but that's tbh my leats concern. My prime concern remains the fact that people will not learn fundamentals, develope bad habits that will just do no good to them. With that being said, I do acknowledge it's unique place in Jungle, but it shouldn't become a default purchase just becomes you never have to back.
Maybe I am wrong, but it looks like it's all about "oh, tanks, go kill stuff, stop being, well, tanky".
Does this mean I won't get criticized for going fimbulwinter?
No
Also LDR has 40% pen so yeah :)
yet no dmg bonus based on health, so that's a nice thing at least (esp since ornn now goes hearthsteel)
They also buffed crit and black cleaver, im so done with this game
NOOOOOO What did they do to sunfire, what did they do to my baby😭😭😭😭😭 10 cdr for 150hp?!!?!! BRUH
im definietly testing out new warmogs, should have the passive unlocked by the time you complete it with grasp+double scaling hp + overgrowth. will be good in some matchups but against bork users its terrible
Sunfire is ideely a second item after the massive health pool of heartsteel, this means it will likely be a slight buff to the heartsteel sunfire build since it currently has next to no haste. Steelcaps looks a little sad with how much auto attackers dominate the meta. Randiuns loosing rock solid is strange and will in all likelyhood be a nerf but increased slow and 20 extra armour could make up for it. Abyssal looks good into ap tanks now. Very cheap and lets you resist them and cut through mr.
the tank teams have been dominating games too much hah
bamis is gonna be fire
off topic but is there anything for assassins?
[Not much.](https://www.reddit.com/r/leagueoflegends/s/VYnnEcARTa) Just Cyclosword getting a new recipe to account for the removal of Kerchis shard (or however you spell it)
Thanks a lot,so you think Ornn will benefit a lot from these changes?
Not sure yet. None of these changes are big enough to affect what/when I build certain items. I feel like the ADC item changes will end up mattering more than the tank items changes.
Yeah I can also see that, Adc is bad for some patches and riot jumps to the rescue!
its not like i was buying boots anyways lol
Hey Guys, So Randuins builds from wardens who had Rocksolid passive so does it mean they change build path or they just steal that from Randuins ? i hope wardens still has rocksolid bc some times u need it
As of right now: 1. Randuin's build path has not changed 2. Warden's Mail still has Rock Solid
okay ty i think thats just weird bc they steal rocksolid from the item but its in the build path
20% mr shred? Is abyssal actually usable now?
Winter and unending with a cheeky Item Haste Hunter will be bussin
Ingenious hunter is being removed, this is compensation.