so does anyone like the new event game mode? i kind of wanted the tf/graves icon because i ship it but all i play is squishy supports and they disabled morellos (best waveclear item on some of my supports). if i wanted every single fight to be decided by some unholy sine wave of creep aggro i'd go play top lane. also the objectives are dumb because you have to win with the new items and most are bad midgame-at-best items with interesting functions that are just plain performed better by an existing item, e.g. that support shield gold gen item which is outclassed in lane by spellthief's edge and relic shield and outclassed after lane by being able to have a shurelya's or frost queen's claim / spending your money on locket of the iron solari or even face of the mountain. i'm pretty sure 150 HP doesn't even shield you from a fully upgraded brawler attack.
i was pretty disappointed by that because i liked some of the ideas behind the items for a for-fun game mode (e.g. that disguising thing) and the event's been pretty good otherwise and it's the first time in a long time we've gotten so much cohesive effort from all the departments, especially the lore department
other than 'unkillable fighters' what champs/comps are effective?
Lemme grab a snippet from a gamefaqs post of mine.
Relic Shield is worth max 5.5 gold/10 and 6.7 HP5 (split with partner), plus a flat 75 HP.
Ancient Coin is worth max 6.3 gold/10 and 5.3 HP5, plus 25% mana regen.
Murksphere is worth max 10 gold/10 and 20 HP5, plus 25% mana regen and 5% CDR.
[And for reference, Spellthief is worth max 7 gold/10, plus 25% mana regen and some bonus damage. It's harder to compare directly.]
Furthermore, Murksphere is perfectly usable in a solo lane where Spellthief is difficult to utilize and Shield/Coin completely impossible. Murksphere is basically stupid broken and unless you're doing some Level 1-2 cheese shit, where you'd prefer more raw stats, you should just start with it on literally every laner (not junglers though). Even if your lane opponent(s) refuses to oblige, and some can't avoid it like most DoT mages, you can force the gold generation from minion aggro or a single turret shot. Most of the other items are just fine or at least situationally useful, like the whole Lost Chapter trio basically being an alternate Morello/Grail or Martyr being a good anti-assassin item for tanks to support their carries.
The Brawlers kinda disappoint me. It seems to place more emphasis on using champions with good waveclear, however the bar is lowered on what is considered "good" waveclear. For example, I got into a lategame teamfight where the enemy Lux survived and despite all three inhibs being down, she was able to single-handedly keep her base up which would've been in shambles with actual Super Minions in play in normal Summoner's Rift. I'm not sure the inhib-powering-up-brawlers thing is even working properly because that shouldn't be possible, that's bullshit. On the other hand, I proxied a Shen player in lane once and he couldn't tank/freeze a wave outside turret range because Razorfins chewed his ass up.
Decent game mode but it's more of a "preseason 6 sneak peek" than its own thing. The biggest issue I have is that it's so similar, yet it has its own MMR so most of the games just end up so lopsided because you've got Diamonds stomping Bronzies every game it feels.
-minions are poorly balanced, you decide between 5 tanks and just shove every lane or go 5 razorfins and watch as everyone randomly dies, other 2 are useless
Ocklepods are okay because the bonus MR and shields they hand out make it harder for AP champs to waveclear them, the random CV rarely ends up being useful as well. Plundercrabs are the only shitty ones; they'd be fine if they could shoot multiple minions instead of just champions since then they'd be the optimal pushing minion.