: Yeah, why Inspiration has this and the others dont?
> [{quoted}](name=Invzh,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=yq44PRuO,comment-id=00010000,timestamp=2017-10-19T11:31:46.640+0000) > > Yeah, why Inspiration has this and the others dont? I suspect it has something to do with creating more distinction between taking a path as a primary and a secondary. (That is to say, their should be more distinction between Sorcery/Resolve, and Resolve/Sorcery. Inspiration is kinda the Rule bending tree to begin with. It's regular bonus (20% increased consumable duration) isn't something that potent to begin with either. So I think it makes some sense that it would be the exception.
: I'd say it's because all support items are too focused on ADC survival than being a benefit to the entire team.
> [{quoted}](name=DragonSheaPBE,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=JAEn58l8,comment-id=0001,timestamp=2017-10-19T12:24:55.154+0000) > > I'd say it's because all support items are too focused on ADC survival than being a benefit to the entire team. The tricky part about that is, a lot of Support utility (On Kit or Items) tends to give a flat boost, which always becomes more prominent on the glass cannon Besides, not too long ago, we had the Redemption/Locket meta. Those items were arguably team oriented, since their effectiveness increased with every affected teammember. Though that focus isn't necessarily a good thing, Focus on entire team items means drafting a teamfight comp, making things like split push comps less effective. But sure, items that help classes other than the ADC may also help diversity.
: Unsealed Spellbook Does Not Show Summoner Spell CDR
They tested a change earlier where instead of having the Summoner spell CDR, they gave it a feature that reduced the CD of the traded summoner spell by 50% of the remaining CD of the old one. (Check Surrender at 20) I kinda want to see some context behind these changes. (Which could be purely experimental) The Lack of summoner spell CDR is going throw my Jungle strat out the window. (Using the increased up time on Smite to increase clear speed.) Rito, were you trying to stomp that build out?
: So... About Ardent Censer nerf (18/10)
The part that gets me with this item is, I thought the original niche for this item was to offer a utility on Heal/shield, in a manner that favored Sona/Raka, or anyone who could apply the buff to multiple targets. As for the nerf itself, it's difficult to tell (Given the pros are patches behind) It's power at lower levels are definitely too high, but these changes do significantly the late game as well.
: Sona's interaction with keystone runes feels incredibly frustrating
Why did you leave out the Inspiration tree in your analysis? In my experience, she works well with Kleptomancy. My build was that with, Magic footwear, Biscuit delivery, and Transcendence, along with Mana flow band and gathering storm from the sorcery tree. Kelptomancy and Manaflow game me all the mana sustain to keep poking, and the short cooldowns gave me plenty of opportunities to activate it.
: Kleptomancy and its loot
Played with it once, I will admit, I probably ended up with more consumables than I knew what to do with. That in mind, extra slots for items would probably just result in a lot of confusion. (if you need to map additional buttons) Also it's their more for the early game. Having the lack of extra slots, is probably needed to balance it around it's gold gen.


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