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Suggestion for "Risk" Effects

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Forum » General Discussion » Suggestion for "Risk" Effects 6 posts - page 1 of 1
Permalink | Quote | +Rep by Subzero008 » January 17, 2014 3:11pm | Report
Risk effects are Asi and Bulwark of Hope and Undefeated Body.

I think anything at or below 35% makes no sense. Okay, maybe it makes sense for Undefeated Body, since it is a permanent effect, but for Asi or Bulwark, how often do you actually reach that threshold without dying?

If a tank or bruiser reaches 25% health, he is typically dead anyway. If a hunter or assassin gets below 35% health, typically from a burst mage, they're still dead. The only exception seems to be ADC vs ADC duels, but that's it.

Why not raise the threshold for both Bulwark and Asi to 50%?

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Permalink | Quote | +Rep by BestMinionEver » January 17, 2014 3:19pm | Report
Asi passive is great for 1v1 hunter vs hunter (as you said, but can work well on Thanatos and Ne Zha as well). Other than that it is pretty useless IMO.

I have no idea how many times the passive from Bulwark of Hope has saved my life while playing support, bruiser or even as assassin (vs magic damage stacked teams).

I think the threshold is good as is.
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Permalink | Quote | +Rep by Ghraf » January 17, 2014 3:36pm | Report
I think 50% on Asi would happen far too often and make it into something of a "required" lifesteal build item. The lifesteal cap is 100%. If you have Devourer's Gloves, Bloodforge, and Asi, that's 60% lifesteal without the Asi or Bloodforge procs. With Bloodforge procs, that's 70%. With Asi, that's 95% lifesteal that can be maintained by an ADC fairly easily. Since ADCs are squishy, they drop to 50% quite often, and since the Asi buff has a 5 second duration not tired to health percentage, that's basically invulnerability for the duration + a full heal. Since most ADCs can maintain damage with a lifesteal/crit build and a penetration item, this would be pretty imbalanced.

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Permalink | Quote | +Rep by Subzero008 » January 17, 2014 4:07pm | Report
@BestMinionEver: Literally every single time I used Bulwark, either I never used the passive, or when it did activate, it was useless. It lasts only one second, and does nothing to stop what actually sends you below 25% health. So if pos uses his kraken to send you to 20% health, the passive is useless. If Athena's ult sends you to 15% health, useless. If He Bo ults you at 50% health and oneshots you, useless. For tanks, if you actually reach 25% health, you're usually dead. The only bruiser I can think of who uses it is probably Hercules, but that's it.

@Ghraf: Maybe lower it's bonus to 15%, then. I think that's the problem with Asi, getting the effect is nigh-impossible regularly, but when it does work, it gets a bit OP. Maybe average the whole thing out, make it easier to activate with a weaker effect.

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Permalink | Quote | +Rep by Chiulin » January 17, 2014 8:16pm | Report
I get my Asi to go off a few times a game with Cupid on 3v3. I think it is just useless in huge teamfights on modes like Arena. Typically on 3v3. I can 1v2 and end up at 10% or less. Then use the extra heal to get 400+ hp a hit so that I can finish off my triple. Easily one of my favorite items to use.

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Permalink | Quote | +Rep by BestMinionEver » January 18, 2014 3:57am | Report
Subzero008 wrote:

@BestMinionEver: Literally every single time I used Bulwark, either I never used the passive, or when it did activate, it was useless. It lasts only one second, and does nothing to stop what actually sends you below 25% health. So if pos uses his kraken to send you to 20% health, the passive is useless. If Athena's ult sends you to 15% health, useless. If He Bo ults you at 50% health and oneshots you, useless. For tanks, if you actually reach 25% health, you're usually dead. The only bruiser I can think of who uses it is probably Hercules, but that's it.


It got a bit less useful after after they nerfed it to 1 second, but I still get good use of it. Mostly in teamfights ofc, in smaller fights like 1v1-3v3 I agree with you.

What I think they could do with it:
  • Nerf the health and magical protection (something like 200 health and 40 magical protection) and increase the threshold to maybe like 35% and the duration to 3-5 seconds.
  • Just increase the duration back to 2 seconds and keep the stats (maybe nerf health to 400).
  • Maybe change the passive to heal you for x amount, where x is the amount of damage you are taking while the shield is up and increase the duration to maybe 2-3 seconds (and ofc nerf the stats as in my first suggestion).

I think just rolling it back to pre nerf status would be best though :)
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