Fleet Footwork changes are actually a nerf

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It’s true. Fleet Footwork is nerfed. And it’s nerfing the game more than intended. But it’s about to get nerfed even harder, with a new and even more powerful nerf to come in the next update.

On February 1, 2010, Blizzard Entertainment announced that all future ships in the franchise would use Fleet Footwork as the primary turn-based combat mechanic. At the time, this was presented as a major change to the game; however, it is ironic to realize that the change has actually been more akin to a nerf. The developers first announced the change in the hopes of creating a more nuanced, tactical, and complex game. The changes were also meant to improve the pace of combat, create more strategic gameplay opportunities, and ease the learning curve by placing more focus on decision-making. Unfortunately, the end result has been less complicated gameplay and less strategic decision-making, while simultaneously more combat and more complicated learning curve.

The first thing I noticed was that Fleet Footwork no longer gave me four more moves when it was relevant to do so, making it more difficult to play my preferred style of play. The second thing I noticed was that the changes to Fleet Footwork make it even more difficult to push the ball past the keeper, more difficult to catch up to the player running past me, and more difficult to gain ground on the player behind me.

LeagueofLegends10 - Fleet Footwork changes are actually a nerf

The proposed fleet footwork boost in 11.17 is a nerf across the board statistically.

11.16 Healing: (Healing: 3-60 + 30% Bonus AD + 20% AP | Minion Modifier: 100% melee / 20% ranged)

Lvl Healing from the Ground Up bonus AD Items Champion Healer Melee Healing for Minions Ranged Healing for Minions
1 3 8 dblade 5.4 5.4 1.08
2 6.35 8 dblade 8.75 8.75 1.75
3 9.71 8 dblade 12.11 12.11 2.42
4 13.06 18 longsword dblade 18.46 18.46 3.69
5 16.41 18 longsword dblade 21.81 21.81 4.36
6 19.76 38 noonquiver dblade 31.16 31.16 6.23
7 23.12 38 noonquiver dblade 34.52 34.52 6.90
8 26.47 38 noonquiver dblade 37.87 37.87 7.57
9 29.82 73 kraken dblade 51.72 51.72 10.34
10 33.18 73 kraken dblade 55.08 55.08 11.02
11 36.53 73 kraken dblade 58.43 58.43 11.69
12 39.88 93 kraken dblade pd 67.78 67.78 13.56
13 43.24 93 kraken dblade pd 71.14 71.14 14.23
14 46.59 93 kraken dblade pd 74.49 74.49 14.90
15 49.94 123 kraken dblade pd ldr 86.84 86.84 17.37
16 53.29 123 kraken dblade pd ldr 90.19 90.19 18.04
17 56.65 193 kraken dblade pd ldr ie kraken dblade pd ldr ie kraken dblade kraken dblade pd ldr ie dblade kraken 114.55 114.55 22.91
18 60 193 kraken dblade pd ldr ie 117.9 117.9 23.58

(Healing: 10-100 + 40% Bonus AD + 30% AP | Minion Modifier: 20% (melee) / 10% (ranged)) 11.17 Healing: (Healing: 10-100 + 40% Bonus AD + 30% AP | Minion Modifier: 20% (melee) / 10% (ranged))

Lvl Healing from the Ground Up bonus AD Items Champion Healer Melee Healing for Minions Ranged Healing for Minions
1 10 8 dblade 13.2 2.64 1.32
2 15.29 8 dblade 18.49 3.70 1.85
3 20.59 8 dblade 23.79 4.76 2.38
4 25.89 18 longsword dblade 33.08 6.62 3.31
5 31.18 18 longsword dblade 38.38 7.68 3.84
6 36.47 38 noonquiver dblade 51.67 10.33 5.17
7 41.76 38 noonquiver dblade 56.96 11.39 5.70
8 47.06 38 noonquiver dblade 62.26 12.45 6.23
9 52.35 73 dblade kraken 81.55 16.31 8.16
10 57.65 73 dblade kraken 86.85 17.37 8.68
11 62.94 73 dblade kraken 92.14 18.43 9.21
12 68.24 93 kraken dblade pd 105.44 21.09 10.54
13 73.53 93 dblade kraken pd 110.73 22.15 11.07
14 78.82 93 dblade kraken pd 116.02 23.20 11.60
15 84.12 123 kraken dblade pd ldr 133.32 26.66 13.33
16 89.41 123 kraken dblade pd ldr 138.61 27.72 13.86
17 94.71 193 dblade kraken pd ldr ie dblade kraken pd ldr ie dblade kraken dblade kraken pd ldr ie dblade kraken 171.91 34.38 17.19
18 100 193 dblade kraken pd ldr ie 177.20 35.44 17.72

Based on numbers from a typical adc build, healing has been nerfed for everything that isn’t a champion at every level outside of level 2, while melee healing has been flatly nerfed. Given the current condition of the fleet, which is one of the weaker keystones. Because cull outheals minions until you return, as well as healing each auto attack, these modifications make it a worse grip (as ranged).

If you’re currently battling your opponent, you’re better off opting for a damage rune since the healing you receive from fleet will be out-damaged by the PTA or Lethal Tempo benefits.

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