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[–]Mecxs 35 points36 points ago

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Tabi are stupidly good right now -- 200g for 12% dodge, 20 ms, and 7 armor is one of the biggest bargains in the game. There are really very few excuses for not getting them and buying another source of tenacity if you're laning against physical + physical jungler.

I'm not sure what we'll see them changed to after dodge is removed. They might become just straight movespeed + armor, or perhaps with a bit of health regen added in?

[–]Ice_Pirate 5 points6 points ago

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This is a great point. Riot finally changed all tenacity items to offer the same value as merc treads. First released these items were subpar compared to treads and now equal them. There's really no reason to not pickup sorc boots or tabi unless it's an extremely long match (full build).

[–]VPav -4 points-3 points ago

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The only tenacity item that is usefull is Mercs.

1200G is too much to give away and delay your Deathcap for Spellblade as you are probably ranged and wont change a lot if you get caught by a stun.

Cloak and Dagger is like a PD for tenacity and you do want that PD a lot more. Crit is pretty much good on ranged champs only and all of them will buy PD instead of CaD. And you will still die if you get caught.

If you plan on buying Eleisa's Miracle, better go for Shurelia as it is much, much more effective.

Just my opinion.

[–]Antwhan[Anthony Wastella] (NA) 7 points8 points ago

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Miracle is one of the best sources of regen in the game. I think it's honestly underrated to an extent. It's probably the best tenacity item you can grab outside of Merc's, especially since it builds out of a g/5 item, essentially helping pay for itself. It's really great on Teemo I've found. Especially if You go for a philostone start on him.

Spellblade and Cloak and Dagger have very niche uses. They need some tweaking i think to become more viable choices itemwise. Perhaps lower cost, or better stats, or something to build into as well?. Spellblade is a very poor item with almost no ap in the grand scheme of things. And only person I've ever seen take good use of C&D is Tryndamere's.

[–]VPav 0 points1 point ago

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As for teemo: If you dont use blind too much. Philo is more than enough to spam those mushes whenever you can.

Trynd can use CaD, but if you dont have PD you cant stick to target and if you dont get BT/IE after PD you do too little damage. And you already buy Mercs on Trynd, so it's unnecessary discussion.

[–]Antwhan[Anthony Wastella] (NA) 0 points1 point ago

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I am not saying you need to get either items on either of them, but I think you underestimate Miracle as an item. It gives really strong Health and Mana regen, building out of probably the most beneficial g/5 item, and gives tenacity, now on par with Merc Treads. I think that on some heroes, it's a solid item to grab.

And I never said you need to get CaD on Trynd, All I said is that he's the only person i've seen make use of it. In those cases where i've seen it, the Trynd had bought Attack Speed boots. (Not great trynd's mind you honestly)

I'm torn over what's worse CaD or Spellblade, I'd wager spellblade though since it's a huge chunk of gold on very minimal AP.

[–]Shabo21 0 points1 point ago

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cad is alright on some ad bruisers but most of your points are correct

[–]EBXXIV 2 points3 points ago

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i think they might give it a unique passive: blocks 5 physical damage (for example). there are no items in the game that block flat damage at the moment and it is similar to dodge in that it is a physical damage mitigation.

[–]VPav 5 points6 points ago

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OP early, useless lategame. Would affect minions (jungle ones especially) only. At least if they give only 5 block.

[–][deleted] 1 point2 points ago

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Alternatively, they could just make it block a certain percentage of auto-attack damage and then they'd be functionally identical to how they are now.

[–]deathbykomodo 0 points1 point ago

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Well not identically, as you wouldn't be getting unlucky or lucky as you sometimes do with dodge. But I see your point.

[–]nickanack -5 points-4 points ago

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Something like nimbleness would be cool, like %chance on being hit by a champion to increase movement speed. Chances are it will be something gemeroc like health or health regen though.

[–]sentros 17 points18 points ago

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I dislike the idea of removing one rng element from the boots just to add another.

[–]schlepster 4 points5 points ago

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I don't understand the nature of the selective hatred for rng.

Crit is equally as rng as dodge, yet nobody dislikes crit. The person who has crit/dodge likes it's effect, and the person who is effected by a crit/dodge dislikes it.

Having said that I would much prefer dodge be reworked to simply lower your attackers crit rate, so if you had a 40% crit chance and I had 40% dodge you would never crit.

[–]SoSpecial[SoSpecial] (NA) 2 points3 points ago

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Well all RNG is bad, the idea of competitive gaming is that when all things are exact numbers there is no room for randomness. You're expected to make the right play given the knowledge playing gives you. Randomness gives lesser players a chance without actually using skill.

Like you can dodge a skillshot, I can dodge and hide from Nidalee spears all day and not feel bad about it. But if someone Dodges my Auto Attack I feel like somethings wrong.

I also feel like Crit is bad but at least there are plenty of ways to make so you crit basically 100% of the time and it's no longer random. With dodge there is no 100% dodge ever, not even on jax do you dodge everything.

[–]toumai 1 point2 points ago

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the thing about rng is that, due to the nature of randomness, all players are equally affected by it over a long enough period of time. rng does not provide any advantage to lesser skilled players, because it is equally as possible that a given dodge event (or a crit, etc.) would work in favor a better player.

[–]SoSpecial[SoSpecial] (NA) 0 points1 point ago

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Hmm I've heard this arguement before and what you don't understand is that when you are striving to be the best at something you can't have anything that might or might not happen.

That's why most people go for 100% crit cause you have to know you will crit to make the correct decisions. When the outcome is uncertain people always make mistakes or they just don't take the chance.

Getting rid of RNG is the first step to advancing higher levels of play and bringing in "Tight Aggressive Players." Which are basically the backbone of any major competition, and it's particularly important in E-sports cause they have the ability to make the game without RNG at all. It's also why A lot of people don't consider WoW a good e-sport.

[–]schlepster 0 points1 point ago

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I don't disagree with this at all. My point was people need to be more consistent about this topic, either all rng is bad or it is not, no middle ground allowed.

[–]GamepadDojo 0 points1 point ago

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This, plus after a point crits become your main method of dealing damage, and it's how a lot of champions - Tryndamere and some builds on Trist, Ashe, etc - have most of their lategame power.

Dodge is literally random numbers deciding that, once in a while, you don't hit them, because. It's annoying and emphasizes luck.

Also wasn't there a time when there was no cap on dodge and several items granted a percentage?

[–]Sepik121 0 points1 point ago

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The only other item that gave it was Phantom Dancer, but it's been multiplicative for as long as I can remember.

[–]schlepster 0 points1 point ago*

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Those champions (much like the champions that the removal of dodge effects) could be adjusted to make up for the loss of crit.

Dodge was done multiplicitively, so on a Jax with 5 of the old phantom dancers and tabi's you capped out somewhere between 70-75% dodge rate. The more of the dodge stat you added the less effect it had on your character.

[–]GamepadDojo 0 points1 point ago

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What about GP? Gangplank's main advantage is being able to crit/on-hit maximum amount with his Q, it's what sets him apart.

Crit builds - the only way to maximize their effectiveness - rely on getting Phantom Dancer and Infinity Edge. You can't just stack crit chance - you need damage too. Dodge relies on no other numbers.

[–]schlepster 0 points1 point ago

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Are you insinuating Riot's balance team could manage to balance champions that rely on dodge currently when they remove it but would be incapable of balancing champions that rely on crit if they chose to remove that stat?

I stand by what I said earlier in this topic, either rng in all it's forms is bad for the game, or it isn't, there is no middle ground.

[–]GamepadDojo 0 points1 point ago

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It's not necessarily about changing the game in a certain way to make it more balanced - it's about taking what the game is already and improving it.

Crit chance goes up with gold and levels, just like every other stat, and eventually reaches a cap (200%, 250% with IE, slightly more with hard-hit runes). There's nothing inherently wrong with it.

Dodge doesn't cap but there's a limit on how much you can raise it by, and frustrations with Jax are extremely high based on how utterly bulletproof he becomes if you don't counterpick him.

You can disagree if you want but I'm okay with dodge going out and crit staying in because crit works within set variables even when it goes up to 100%. Dodge does not.

[–]sentros 0 points1 point ago

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I would remove all rng from the game if it was up to me. I don't just dislike the crit mechanic, but procs from items like wriggles and phage etc too. I hated them in WoW PvP aswell and they tried to combat it with a stat called resilience which would lower the chance of critical strikes to you as well as dots and damage in general. But that was still random so I didn't think it was a good enough solution, since it still created scenarios where the opposing team would get "lucky". Anyway I guess I should just go play starcraft if I don't want to have the option of convincing myself the enemy isn't actually better but lucky instead.

I remember some of the pro players whining about the crit mechanic on state of the league too. He said something about receiving two lucky crits in a row resulting in a lost lane on bot.

[–]Diquebutt 1 point2 points ago

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He said something about receiving two lucky crits in a row resulting in a lost lane on bot.

That's the biggest problem out of all of them that people have with crit it seems. Any crits you get pre-8 or so completely turn any fight around. I've won first fights for top in dominion just because I started Exec calling on GP and hit someone to half with one Q.

[–]TripleNickel[Trojan995] (NA) 0 points1 point ago

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This sounds like a cool idea, but if they don't have crit chance then dodge would be useless.

[–]VPav 0 points1 point ago

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I and everyone else who mains tanks/offtanks loves dodge and has nothing against crit. Whoever plays offensive carries loves crit and hates dodge.

C'est la vie.

[–]Squallish -5 points-4 points ago*

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Then make it once every 5 attacks received, you gain a 5-15% MS buff, goes away once not being attacked, kind of like Wit's End/Rageblade buffs.

edit: inretrospect, the numbers above are way too high; and it would be better to make it exactly like Wit's End/Rageblade in that the more you attack, the greater your movespeed buff (1% per stack, max 4 stacks?). This let's you chase better, but not be chased (kinda like Vayne passive).

[–]Gone_Canada_Postal -1 points0 points ago

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Terrible idea every time you fight someone will always be fast and able to run away. Unless they provided no bonus to default MS.

[–]chaos2011 1 point2 points ago

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There are plenty of ways to keep people from moving fast, and from moving faster than you.

[–]Gone_Canada_Postal 0 points1 point ago

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not every champion which is what would happen with these.

[–]chaos2011 2 points3 points ago

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any champ can get a phage>frozen mallet or a rylais plus exhaust plus it's a team game.

[–]Gone_Canada_Postal 1 point2 points ago

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When these boots come out if they did they would be the only boots people buy. Reason being every time a creep attacks speed boost run by a jungle creep while flees through an ability it attacks you as you continue to flee speed boost. etc etc. the game would become tag.

[–]thehellbean 3 points4 points ago

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I would LOVE a nimbleness on tabi, that would be so good with Udyr.

[–]Mabish[Maebish] (EU-NE) 11 points12 points ago

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I'm assuming the armor bonus is just getting buffed to compensate. Or perhaps you gain a HP bonus instead of dodge?

[–]Antilominical[CLG Momma Sona] (NA) 4 points5 points ago

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I do not think they would make the boots give HP and Armor, for the same reason they took Armor off of Heart of Gold, it would be an item that was very cheap that gave you too much effective hp.

[–]Ebonyknife 1 point2 points ago

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to be fair, tabi has always given you way high EHP against physical damage.

[–]Antilominical[CLG Momma Sona] (NA) -1 points0 points ago

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I'm aware, but if you look, you won't find a cheap HP/Armor (Besides Doran's Shield) or HP/MR item, they would be too good early game. Adding HP to Ninja Tabi would need to increase the cost of it by a significant amount to justify the buff.

[–]DonKWinS 4 points5 points ago

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They didn't take armor off for that reason. They took it off because it was the only Gold per 5 item that gave multiple buffs.

[–]shapechanger[TheShapechanger] (NA) 2 points3 points ago

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Multiple buffs? You mean like Philosopher's Stone giving both MP5 and HP5?

[–]Aydinz 3 points4 points ago

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multiplicative, not multiple. I.E they make eachother better, having more hp5 doesn't make every point of mp5 better. Where as the more armor you have, the better each point of hp becomes.

[–]Antilominical[CLG Momma Sona] (NA) 0 points1 point ago

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http://na.leagueoflegends.com/news/patch-preview-v100115 Oh yeah?

"Heart of gold was giving multiplicative defensive stats on a gold per ten item"

Riot doesn't like making low tier Armor/HP or MR/HP items, they are too good early game, the fact that it was on a gp/10 just made it slightly too excessive.

[–]junebugged -1 points0 points ago

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Actually they specifically stated that the reason they took armor off was because it was making people too tanky for too cheap because of the two stats scaling with each other. They didn't just say 'hey it gives two stats lets make it one just cuz the other gp5 are one... what are you talking about, 'philosopher's stone'?'

[–]Mabish[Maebish] (EU-NE) 2 points3 points ago

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Just because they took the armor away from HoG doesn't mean it's impossible. I actually think it's very possible that Tabi gets a HP bonus added because what else would they do with it?

Besides, (iirc) they took the armor effect from HoG because back then you could stack gp5 items and it was very popular to stack multiple HoGs to get a lot of armor+health, which not only was very cheap considering the amount of gold you gained with the passive but with 2-3 HoGs you could focus on big MR items like Banshees or Force of Nature.

[–]4se 0 points1 point ago

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No putting Armor and health together makes it super OP early game compared to late game because when you have little armor and health, adding more to each has a multiplicative factor that is much higher early game than late game where the total hp % increase and armor % increase are less.

Not saying it couldn't be balanced, but it would have to be balanced around buying it as the first item and being replaced later.

[–]Cersia[Cersia] (NA) 5 points6 points ago

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That actually sounds really good. A physical and magic tenacity boot

[–]mAc1d 4 points5 points ago

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Thats actually a great idea.

[–]Andromansis 2 points3 points ago

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They are going to be reworked into an energy regen item.

[–]follish[Mr Foolish] (NA) 1 point2 points ago

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This makes sense, since the Ninjas use energy, but what about physical tank shoes? They'll just take swiftness or mobility boots?

[–]Andromansis 0 points1 point ago

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Like most tanks do anyway.

[–]kenlubin[Kobiak] (NA) 1 point2 points ago

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I really like being able to buy boots 2 for certain junglers after my first run. i think it makes it easier to chase people down when I gank.

[–]stfalx 1 point2 points ago

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Tabi with some tenacity would be great in the current meta since most tops are ad, most junglers are ad and solo carry is ad.

[–]snackies[snackattack2] (NA) 1 point2 points ago

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I wouldn't actually like replacing dodge with tenacity, at that point it would become, tabi or merc treads based on their team, rather than treating merc treads like the Anti-cc boot, and then tabi should have its own place. Perhaps adding maybe something like HP regen or something else tanks use could make it hold a more unique place for a tankey DPS. I know I usually run tabi on tankey dps and merc treads on full tanks. For example I love tabi on irelia, because she doesn't really need tenacity from merc treads, but the armor and dodge works really well on her.

[–]thismightberyan[gentlemansadist] (NA) 0 points1 point ago

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They probably won't add HP regen because they seem to be hating on adding anything that helps lane sustain.

[–]Valisk[Twinklepixie] (NA) 1 point2 points ago

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They are NINJA tabi.

%reduction of ward effectiveness. You can get say 25% closer to wards before they show you on the map

[–]somesortaorangefruit[Orange Extract] (NA) -2 points-1 points ago

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According to Riot, ninjas are tanks. Just look at their first ninja release, Shen.

[–]rljohn 0 points1 point ago

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Akali and Kennen say wat.

[–]TiberiusAudley 1 point2 points ago

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Akali and Kennen both have skills that buff their Armor/Magic Resist. "wat" indeed.

[–]TheHansen 1 point2 points ago

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Wouldn't suprise me if they replaced dodge with evasion.

[–]cyberaltair 1 point2 points ago

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I hope they change it to Armor penetration, we need those boots.

[–]zebano 2 points3 points ago

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I think they should just make them a wit's end equivalent but instead of stacking MR on attack/skill use, have it stack armor as you take damage.

[–]OtsLemmuh 1 point2 points ago

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I don't see armor boots getting removed. At higher elos they show up more against ad dominant teams. Adding tenacity to them, that'd be cool/crazy, but I think they'd need to be more expensive than merc treads.

[–]input[inputpow] (EU-West) 3 points4 points ago

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No it would have to be 100 less gold than merc treads because the armour...

[–]waggamsn 1 point2 points ago

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May Ninja Tabi get some kind of bad ability but cheaper compared with other tier 2 boots.

[–]NujLuj 0 points1 point ago

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What i think that would be cool is to make ArmorPen boots kinda like they have the MagicPen ones. Anyone else agree?

[–]OrphanAnthem 0 points1 point ago

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they already stated somewhere they were interested in making ad caster based items. so we might see something like what you are saying.

[–]Jmackilla 0 points1 point ago

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when tanking i always get the mercury treads for the mr, because mr is harder to stack then armor, even when laning against 2 ad champions. This is probably because i don't like banshee and only use force of nature, and that is all there is for high mr items. But I do agree they need new armor boots if they take ninja tabi away.

[–]Sam_Kablam[SamKablam] (NA) 0 points1 point ago

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I usually get Merc treads anyway, because most of the melee champs have stuns and slows and most of the other tenacity items aren't worth it.

[–]mengplex[mengplex] (EU-West) 0 points1 point ago

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Maybe something like boots equivalent to shurelias? (eg. T2 Boots, X armor, Active: Increases movement speed by 10% for 4 seconds)

[–]jpmanchester 0 points1 point ago

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They'll probably just buff the armor on them.

[–]Antwhan[Anthony Wastella] (NA) 0 points1 point ago

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Honestly I hope they don't tweak the price too much. Cheap boots make jungling much nicer when you're down and need to get tier 2 boots to keep up with everyone.

[–]BlueOrangeSC 0 points1 point ago

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Make the boots give nothing but 2 move speed and cost something like 450g?

[–]electricdynamite[Based For Life] (NA) 0 points1 point ago

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I hope that they up the armor rating on them. Tank boots would rule.

[–]He_lo 0 points1 point ago

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If they removed the dodge and just kept the armor, they would never be purchased because you can get armor from plenty of other very good items. Buying just a Chain Vest is very effective if you're getting terrored, and a more attractive purchase than Tabi without the dodge incentive. Boots usually have a feature that is unique, or if not unique, something that is more difficult to obtain until later in a build (Tenacity, MPen and CDR all cannot be purchased directly like armor and MR). The exception is Zerkers but ArPen would likely be op at early levels (laugh at your opponents with true damage shots).

Just armor would be a terribly boring choice imo. Not with other (better) options. I'm sure they'll come up with something worthwhile, but I bet you they'll be raising the price up from 200g too.

[–]Kine85 0 points1 point ago

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What about making them lower the crit dmg somewhat? That should make them really good against phys dmg and still make them somewhat unique :)

[–]verekh[Verekh] (EU-W) 0 points1 point ago

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I hope they change it to:

Ninja Tabi: 25 Armor, level 2 movement speed and reduce the power of slows by X%.

Instead of reducing the duration it simply reduces the percentage.

[–]masterful7086[realtrolldyrus] (NA) 0 points1 point ago

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I like this, because it lets you get a decent Tenacity item against an AD-heavy team

[–]melesion[melesion] (EU-West) -1 points0 points ago

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Why not auto attack damage reduction like Fizz or Sion passives ? Or even in % (±15% will be usefull)

[–]Sinjako[Jintual] (EU-East) 0 points1 point ago

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Good idea, but the % dmg reduction would be broken beyond belief with those numbers. The Fizz idea is good though.

[–]Tehdougler 0 points1 point ago

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thats basically a 15% damage nerf on AD carries

[–]SoSpecial[SoSpecial] (NA) 0 points1 point ago

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It's already a probable 12% damage nerf+ the armor it gives.

[–]Nilaky 0 points1 point ago

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Ninja tabi give 12% dodge. You're basically suggesting they make it more reliable, and 15% instead. This would buff the tabi beyond your wildest imagination, so NO.

[–]dwils27 1 point2 points ago

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Actually it would buff it by 3%.

I can imagine 3%. You probably can, too.

[–][deleted] ago

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[deleted]

[–]Cromiell[Cromiell] (NA) 12 points13 points ago

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As does an item with mres, ms and tenacity, but there it is.

[–]ProfessorLX[ProfessorLX] (NA) -2 points-1 points ago

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how bout making them a gp5 boot? like armor and gp5

[–]sixsidepentagon 1 point2 points ago

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The problem with this, is that the current design of gp5's is that there's an option to finish the item into something relatively powerful. What this creates is tension in the decision between buying the upgrade, but losing the gp5. Each of the gp5's is an early game item, and would have to either be sold or upgraded as end game approaches.

Having a gp5 item be the terminal choice in a build, and also be an acceptable part of an endgame build, would break this old balance they've made in the gp5.

[–]ProfessorLX[ProfessorLX] (NA) 2 points3 points ago

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With riots push towards shorter games how often are you completing all items? I find quite often I have an uncompleted gp5 by the time the game is over. I understand what you're saying but I don't think the game in its current state is actually forcing the terminal decision you are talking about.

[–]irobeth[irobeth] (NA) -3 points-2 points ago

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ewwwww; I wouldn't be surprised if they do something soon to the GP5 support meta by, say, making all GP/X effects on items unique (like sheen/triforce/lichbane) - now that they've redone the masteries to have support-favoring things in utility

[–]ProfessorLX[ProfessorLX] (NA) 1 point2 points ago

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thats fine, even if they make gp5 unique, it's still a small bonus for buying the boots + armor. every boots combination gives you a small bonus vs the items used to create, so why shouldnt these?

i suppose they could just give bonus armor, but thats a bit of a waste imo, may as well just get merc treads and an armor item.

i wasn't saying its a great idea, i was just throwing it out there in an attempt to get some discussion going.

[–]irobeth[irobeth] (NA) -1 points0 points ago

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Armor + Tenacity seems the better choice for early game, but MR + Tenacity seems the better choice for late game (where your armor is being penetrated anyway and mages are starting to scale)

[–]Antilominical[CLG Momma Sona] (NA) 4 points5 points ago

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For actual late game, Armor is more valuable than MR, as being right clicked is harder to avoid than skill shots.

[–]dustybizzle -4 points-3 points ago

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Uhh... G/P5 is already unique. ಠ_ಠ

[–]pasternaster 3 points4 points ago

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Unique among same items. Point is to make gp/5 globally unique, so you won't benefit from having HoG and PS

[–]nameeater -1 points0 points ago

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Thinking about the new mastery tree they could have AOE % damage reduction or perhaps % based AD damage reduction.

[–]sgtjon117[JonTheMaleficent] (NA) 6 points7 points ago

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perhaps % based AD damage reduction

You mean Armor?

[–]thismightberyan[gentlemansadist] (NA) -1 points0 points ago

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I think they mean Dodge.

[–]nameeater -1 points0 points ago

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Except it would apply before any armor checks, and wouldn't be affected by armor penetration.

[–]rljohn 1 point2 points ago

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The AOE% talent is extremely lackluster for its depth in the tree.

[–]nameeater -1 points0 points ago

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It is quite possible the AOE% talent is lack luster because they may want to add an AOE% item or champion skill/passive into the game at a later stage which would probably stack with the mastery.

[–]Rewqfd -1 points0 points ago

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12 % dodge is effectively equal to 12 % auto-attack phys damage reduction.

So why not just change it to that? Dodge gone, and the item effectively stays the same.

[–]Pixelpaws[Shira Frozenmoon] (NA) 0 points1 point ago

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Seems reasonable. That would probably require upping them to ~20 total armor since they already provide 7 armor.

[–]moush 0 points1 point ago

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How would that stack with Armor? That could lead to gamebreaking reduction.

[–]Krissam[Krissam] (EU-W) -3 points-2 points ago

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It's 12% if you have no dodge already. If you have Dodge runes it ends up being a lot more.

[–]Antilominical[CLG Momma Sona] (NA) 1 point2 points ago

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You are implying 12% + X% is more than 12%, which isn't really what he was trying to say, regardless of how correct it is.

[–]Krissam[Krissam] (EU-W) -1 points0 points ago

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No, I'm implying that 90%-12% is a larger reduction than 100%-12%

[–]shikalike 0 points1 point ago

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emm actually... taking 12% from 90% is smaller reduction than taking 12% from 100%

[–]Antilominical[CLG Momma Sona] (NA) 0 points1 point ago

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How is that any different from "10% + 12% is more than 12%"?

[–]somnolent49 5 points6 points ago

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Because if you are already at 88%, then moving down to 76% means the damage you are taking is being reduced by 13.7%, which is a larger reduction than 12%. Or to put it into a case that makes it a bit more obvious, suppose you have 82% dodge, and add another 12%. You go from being hit 18% of the time to only being hit 6% of the time, effectively tripling your survivability, giving a damage reduction of 66%.

[–]harky 2 points3 points ago

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No. Dodge is multiplicative. 100 * .88 vs 90 * .88, not 100-12 vs 90-12. If you already have 10% dodge then Tabi only gives an additional 10.2% dodge.

[–]somnolent49 0 points1 point ago

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Ah I see. Didn't realize the in-game item descriptions were incorrect.

[–]harky 1 point2 points ago

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They're not. They just give the base value. The same is true of armor, MR, percentage lifesteal/vamp, etc.

[–]somnolent49 0 points1 point ago

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Armor, MR and Lifesteal all give the real value your stat is being incremented by. Can't speak to spell vamp

[–]tbydal 3 points4 points ago

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Actually, no. It's a 12% reduction no matter what your current dodge stat is because of how dodge stacks.

[–]PepperJackson 0 points1 point ago

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I don't understand why this I'd being downvoted. This is true, though I wouldn't say A LOT, it's definitely not downvote worthy.

[–]Nate45[doo0ooooooom] (NA) 0 points1 point ago

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because it's false. dodge is multiplicative not additive. ( in otherwords If you already have dodge from runes, you don't get the full 12% dodge from ninja tabi. )

[–]Lulzyz -3 points-2 points ago

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Reducing knockup duration could actually be good.

[–]dan1elG 2 points3 points ago

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I have no source and no reason but im quite sure they said that they wont ever do this because its not possible , no futher comments !:D

[–][deleted] ago

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[deleted]

[–]dan1elG 5 points6 points ago

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as said somewhere else removing RNG to make another RNG is not going to happend

[–]Wakka_bot[HOK Wakka] (EU-W) -2 points-1 points ago

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what is RNG? lol

[–]maazing[maazingg] (EU-W) 5 points6 points ago

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Random Number Generator

[–]Wakka_bot[HOK Wakka] (EU-W) 2 points3 points ago

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Thx. :D

[–]PintoPants 1 point2 points ago

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RNG = Random Number Generation

In context it means the chance of completely random events in the game, like a movespeed buff, being the difference between somebody living or dying. You can't itemize to reduce it, and your "skill" can't affect it. It's just random.

[–]Wakka_bot[HOK Wakka] (EU-W) 2 points3 points ago

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Thx.

[–]He_lo 1 point2 points ago

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Because there seems to be confusion about this, here are the effects that are reduced/removed by the following things:

Tenacity: stun, slow, taunt, fear, silence, blind and root

Cleanse: stun, slow, taunt, fear, silence, blind, root and now, Exhaust and Ignite

Quicksilver Sash: all the debuffs, every one, including summoners, all the various champion abilities (Zilean bomb, Vlad ult, Morde ult ect.), item active debuffs whatever doesn't matter to the QSS

EXCEPT

grabs (Blitz)

knockbacks (Lee Sin, Alistair, Gragas, Tristana)

mini knockbacks/ministuns (Maokai, Riven)

knockups (Blitz, Ali, Malphite, J4)

and

fling effects (Orianna, Singed)

Hope this helps someone!

[–]OrphanAnthem -5 points-4 points ago*

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They are planning to do away with dodge and replace it with a mechanic that resembles dodge. Think possibly Fizz's passive is something like what we are going to see with the new dodge mechanic. They just arnt telling us but if you just look at it it works the same way dodge would they just arnt calling it dodge.

Really wish we could see the # behind Fizz's passive :(

Edit: why am i getting downvoted for trying to educate the masses

[–]Xet 2 points3 points ago

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works the same way dodge would they just arnt calling it dodge.

Source? That just doesn't make any sense.

[–]InZomnia365[InZomnia365] (EU-W) 0 points1 point ago

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Isnt his passivr just no minion-collison? Thats not even close to dodge.

[–]PintoPants 6 points7 points ago

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He also takes reduced damage from auto-attacks.

[–]OrphanAnthem -1 points0 points ago

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this is just my thinking i mean it DOES almost the same thing, reducing basic attack damage

just dodge is chance to block 100% where Fizz's passive is 100% chance to block some of.

they did say they wanted to remove the RNG from dodge, and this new mechanic is exactly that

[–]Xet 1 point2 points ago*

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The mechanic of damage reduction is very different to dodge. It simply works essentially like having extra armor, except that it only applies to auto attacks.

[–]OrphanAnthem -1 points0 points ago

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you arnt understanding, they are REMOVING the mechanic of dodge and replacing it with a mechanic that works like dodge. dodge essentially before armor calculations has a % chance of reducing the basic attack damage to 0. fizz's mechanic from what i can tell does exactly the same thing except it reduces the basic attack damage by a % 100% of the time. its less RNG.

these two mechaics are essentially the same thing as far as reducing damage and i belive this will be the replacement for the current dodge mehcanic.

[–]Cheezycookie[Cheezycookie] (NA) -3 points-2 points ago

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35% tenacity penetration

[–]Antilominical[CLG Momma Sona] (NA) 4 points5 points ago

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That's not a very good stat.

[–]thismightberyan[gentlemansadist] (NA) 0 points1 point ago

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I'd actually like to see a pair of aura items, one that gives all nearby friendly champs a small amount of Tenacity and another that reduces the Tenacity of all enemy champs in half.

[–]Requizen -3 points-2 points ago

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I think they're going to replace dodge with a different stat, honestly. Maybe not a straight DR stat, but something else. I don't think it's likely that it'll just get straight removed with no compensation.

[–]chaos_jockey -3 points-2 points ago

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They're removing dodge because of champs like Jax.