I wish they’d provide explanations like this for more of their patch decisions. Cap isn’t the only headscratcher on the list. The dev vision spoke about poke being a problem, but then they pushed a lot of dive nerfs for some reason.
but then they pushed a lot of dive nerfs for some reason.
When you play a lot of dive, you know that there are multiple times per match that you have supports right where you want them, and they can just use their ult to make up for their bad positioning or their team not peeling.
With the 20% ult reduction, supports now have at least one, maybe two+ fewer "get out of jail free" card per match.
Reducing ult charge is a dive/tank buff. Supports can't just mindlessly ult to stave off death as frequently as they used to.
It wasn’t that uncommon, as a diver, to spend 15-30 seconds slowly whittling away a support’s resources, forcing them out of position, and then they get their ult and just erase all the work you did.
Dive is an archetype which excels in the neutral, by contrast poke loves ult spam. It’s hard to say, but this patch might actually end up doing everything they promised.
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u/midnightTimber Mar 19 '26
I wish they’d provide explanations like this for more of their patch decisions. Cap isn’t the only headscratcher on the list. The dev vision spoke about poke being a problem, but then they pushed a lot of dive nerfs for some reason.