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Let's Make Patch Notes - Mages

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Forum » General Discussion » Let's Make Patch Notes - Mages 240 posts - page 18 of 24
Permalink | Quote | +Rep by Subzero008 » March 22, 2014 9:36pm | Report
Well, before, it used to be "pray he's close to you when he ults." Now, it's "wait at the designated spot and prepare the CC."

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Permalink | Quote | +Rep by Jordenito » March 22, 2014 9:56pm | Report
My initial thoughts were that only he could see where he was. What do you think of that?

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Permalink | Quote | +Rep by Subzero008 » March 22, 2014 10:47pm | Report
Oh...I guess it would be a good indirect buff.

I just really, really hate Chronos, both playing and fighting him

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Permalink | Quote | +Rep by Jordenito » March 22, 2014 10:54pm | Report
Welp... I think we're done here. I'll make summaries for the last gods as soon as I get back from school.

Wait, oh ****! Scylla!

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Permalink | Quote | +Rep by Raventhor » March 22, 2014 10:58pm | Report
I think Chronos only needs two things.

The revert from his Stop Time nerf. He needed a buff from underuse in league, not a nerf. Simply a byproduct of less skilled players getting hit by his stupidly slow moving stop time and then complaining about it.

Now to give him a slight buff, his early game is terribad. I'd like stop time to have better base numbers, less scaling. Makes him less terrifying late game when he's in super carry mode, but lets him clear waves slightly better early game, because that's abysmal.

Thoughts?
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Permalink | Quote | +Rep by Subzero008 » March 22, 2014 11:08pm | Report
Stop Time is just annoying. I mean, I sure as hell am not a new player, but I keep being hit by it. Not sure if it's lag, or just something to do with the projectile. I'm in favor of keeping this as is.

I still agree with Raventhor's principle - maybe increase the base damage on Stop Time from 30/50/70/90/110 (+40%) x 2 to 50/75/100/125/150 (+25%), and reduce the mana cost to 60/65/70/75/80. He should be able to clear decently well with this. At the very least, his clear would be better than Artemis's.

BUT. Since a lot of people, Raventhor included, want a general buff, how about slow immunity on Accelerate? That seems perfect for the god. (It also makes sort of sense for Chronos to be immune to Stop Time.) Does that work?

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Permalink | Quote | +Rep by Raventhor » March 22, 2014 11:14pm | Report
I think, but the problem is with the new stop time, he literally has 0 CC to stop someone, and people like thanatos or such ruin him. Plus literally just buying sprint ruins him because he can't follow anything up. Idk, I feel like even if the stun is shorter, it SHOULD be guaranteed. It's slow, easy to dodge (sure EVERYONE will get hit time to time, but we ALL have to admit it's slower than a penguin with one leg), and is his ONLY CC.

But I'm up for anything, I just want to feel like he has a chance in conquest. ATM he feels like he can only be used in arena.
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Permalink | Quote | +Rep by Subzero008 » March 22, 2014 11:42pm | Report
Okay, here's an idea. Just throwing it out.

Stop Time, maybe renamed to Slow Time, doesn't stun, but slows, still to 99%, but never stuns. The gradual slow happens over 2 secs.

But Time Rift now stuns for 0.75 seconds, doubled if used on a target affected by Stop Time.

Now he has CC, on top of combo potential, and more importantly, his stun isn't stopped by slow immunity. Time Rift, whack with Polynomicon. Sound good?

So you'd level Stop Time for the clear, and Time Rift can be leveled later for harass, or Accelerate for the DPS. Time Rift now gains some early utility, so players will be encouraged more to level Stop Time first. This should also solve the slow-as-molasses problem of Stop Time, as it's possible to reliably hit with such a small AoE. (flame strike, anyone?)

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Permalink | Quote | +Rep by Raventhor » March 22, 2014 11:47pm | Report
I personally would love this. If they reworked it like this, I'd be on board.
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Permalink | Quote | +Rep by Jordenito » March 23, 2014 6:59am | Report
I, personally, don't have much of a problem with Chronos' wave clear. Since I found out you can use w Time Rifts in one Accelerate 2nd quarter, you can sustain your mana and clear waves decently. But I'll accept the change to Stop Time's base damage with open arms.

I don't think he needs slow immunity with his Accelerate. He is fast enough and has Rewind, plus Stop Time. He is already hard enough to catch/lock down.


As for Sub's idea for the new Stop Time & Time Rift. It seems very interesting. I really don't have a problem with it. Though, I will say this; if Time Rift is gonna stun enemies, the cooldown must be increased. I'm thinking of 7 seconds. It's just necessary so that he won't have a stun available that often, even if it's hard to land. Now, since we are going to increase the cooldown, his wave clear is gonna suffer a tad. I mean, sure, considering the base damage buff to Stop Time, it's compensates a little bit for that, but not as much. You see, Chronos has the worst wave clear out of all the Mages. And without 2nd quarter Accelerate, he is the mana hungriest Mage as well. He has to use his entire kit to clear waves. And since we increase the cooldown on Time Rift, he is going to suffer from it. Yes, sub, I did notice that you wrote to reduce the mana cost of Stop Time, but only in 5.

Even though, I'm not sure how his wave clear is gonna work with the new damage on stop time. So I'll do the math. This considers the spells you can use while 2nd quarter Accelerate is active to save your mana.

Current Chronos

2 Time Rifts, 1 Stop Time.
If you level Time Rift first:
Time Rift Damage: 80/125/170/215/260 x2 = 520
Stop Time Damage: 30 x2 = 60
Total base damage to wave: 580

If you level Stop Time First:
Time Rift Damage: 80 x2 = 160
Stop Time Damage: 30/50/70/90/110 x2 = 60/100/140/180/220
Total base damage: 380


Reworked Chronos

1 Time Rift, 1 Stop Time
If you level Time Rift first:
Time Rift Damage: 80/125/170/215/260
Stop Time Damage: 50 x2 = 100
Total Base Damage: 360

If you level Stop Time first:
Time Rift Damage: 80
Stop Time Damage: 50/75/100/125/150 x2 = 100/150/200/250/300
Total Base Damage: 380

As you can see, it significantly harms his wave clear. A possible solution would be to grant him a swing chain, something like 1/.75/1.5x damage and swing time, where as the last hit is in a small AoE. But, a possibility is that players will just level Accelerate first and clear waves better rather than using spells.

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