Title: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Samprimary on November 16, 2010, 02:31:35 AM New Skins in the Store
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Title: Re: Patch Notes Post by: Chimpy on November 16, 2010, 06:51:27 AM They should have nerfed Sona's heal instead of the range on her ult (still bitter about the heal nerf to Taric), twitch definitely needed a bit of tweaking as he is pretty much a 1 champ wrecking ball.
The buffs to Lux are :ye_gods:, just because players who are all thumbs can't figure out how to play her doesn't mean you need to increase the damage, slow, and area effect of her skills. Title: Re: Patch Notes Post by: DLRiley on November 16, 2010, 07:13:25 AM twitch didn't need nerfs, hello morgana x lux teams!
Title: Re: Patch Notes Post by: Thrawn on November 16, 2010, 07:26:41 AM So if I read that right, when fiddle ults everyone in the Crowstorm gets feared when he lands. :awesome_for_real: :awesome_for_real: :awesome_for_real:
Title: Re: Patch Notes Post by: Slayerik on November 16, 2010, 07:37:08 AM Finally, they nerfed Corki..... huh?
Title: Re: Patch Notes Post by: Typhon on November 16, 2010, 08:59:18 AM So if I read that right, when fiddle ults everyone in the Crowstorm gets feared when he lands. :awesome_for_real: :awesome_for_real: :awesome_for_real: That is what I read at first, which seemed like a large buff to Fiddle, but it's not correct. His MR debuff is called Dread. So instead of having to wait for the next tic, it is now applied instantly. More like a bug fix. Title: Re: Patch Notes Post by: DLRiley on November 16, 2010, 09:08:51 AM Finally, they nerfed Corki..... huh? Corki has gone the way of teemo and to nerf him now? Title: Re: Patch Notes Post by: Thrawn on November 16, 2010, 09:12:06 AM So if I read that right, when fiddle ults everyone in the Crowstorm gets feared when he lands. :awesome_for_real: :awesome_for_real: :awesome_for_real: That is what I read at first, which seemed like a large buff to Fiddle, but it's not correct. His MR debuff is called Dread. So instead of having to wait for the next tic, it is now applied instantly. More like a bug fix. I think deep down I knew that but was in denial hoping they were trying to make Fiddle viable again. Title: Re: Patch Notes Post by: DLRiley on November 16, 2010, 09:25:30 AM Fiddlesticks is plenty viable stop being bad at him.
Title: Re: Patch Notes Post by: tazelbain on November 16, 2010, 09:34:47 AM Boo, I definitely feel like I am being penalized in lower ranks for whatever bullshit is happening on top.
Title: Re: Patch Notes Post by: Thrawn on November 16, 2010, 09:59:42 AM Fiddlesticks is plenty viable stop being bad at him. I will rephrase then, "make Fiddle viable again in try hard games and against decent teams." Hopefully the meta will shift from tanky teams soon and he will be good again. Title: Re: Patch Notes Post by: DLRiley on November 16, 2010, 10:30:18 AM The only problem with fiddle sticks is that he is a squishy squishy caster, but what try hard team you getting rolled by that a fiddlesticks can't wreck. what is your 5v5 rank?
Title: Re: Patch Notes Post by: Typhon on November 16, 2010, 10:38:31 AM I think the item changes are interesting.
I like the new sword as an alternate for Wriggles when facing a caster-heavy team. I feel like SotD might be worth giving a whirl now, instead of stacking multiple lesser speed boosts (allowing more room for tank or damage items) on someone like Olaf. SotD + Youmoos gives an assload of speed boost and armor pen. Expensive combination though. The Gunblade looks pretty decent now as a mid/late game item for Jax. Title: Re: Patch Notes Post by: Slayerik on November 16, 2010, 10:47:49 AM Hi DLRiley.
We get it. You are amazing and know everything about LoL. Good job. No one cares. Title: Re: Patch Notes Post by: DLRiley on November 16, 2010, 12:21:45 PM Hi DLRiley. We get it. You are amazing and know everything about LoL. Good job. No one cares. Shush grown ups are talking. Title: Re: Patch Notes Post by: Slayerik on November 16, 2010, 12:43:52 PM You're an arrogant ass asking people on f13 what their 5 v 5 rank is and calling Thrawn a bad.
Kiddie pool is that way, son. Title: Re: Patch Notes Post by: Thrawn on November 16, 2010, 12:51:54 PM Calm down Sir Slay, I think he's just wondering if I'm in a really high bracket or something, which I'm not. :awesome_for_real:
I hover at 1400 and usually am playing solo if I'm playing ranked. However I have literaly hundreds of games played as Fiddle as he's possibly my favorite champion. But he is just too squishy for a character who's prime ability jumps him into the middle of a team. It used to be if you Crowstorm everyone is GTFO or they died, now you Crowstorm and Garen/Mord/Rammus/whoever just stands in it and laughs as he kills you. His skill set is still one of the best in the game imo but currently it seems some other caster can fill his role better in almost everything. Title: Re: Patch Notes Post by: DLRiley on November 16, 2010, 01:04:07 PM Calm down Sir Slay, I think he's just wondering if I'm in a really high bracket or something, which I'm not. :awesome_for_real: I hover at 1400 and usually am playing solo if I'm playing ranked. However I have literaly hundreds of games played as Fiddle as he's possibly my favorite champion. But he is just too squishy for a character who's prime ability jumps him into the middle of a team. It used to be if you Crowstorm everyone is GTFO or they died, now you Crowstorm and Garen/Mord/Rammus/whoever just stands in it and laughs as he kills you. His skill set is still one of the best in the game imo but currently it seems some other caster can fill his role better in almost everything. I agree, fiddle sticks is way to squishy to actually use his ult. That and the number of beefs to squishy ratio has increased by a factor of 2, now a days if you die three times garen and mord can sit in your ult. I say that fiddle sticks is plenty competitive with his aoe silence and having the longest CC but I would love several health buffs for fiddle sticks and an upping of a few ap ratios. I think the problem is that casters have a slippery slope that once under farmed quickly lose relevance as oppose to characters like garen or mord. Title: Re: Patch Notes Post by: Samprimary on November 17, 2010, 02:10:50 PM Finally, they nerfed Corki..... huh? Corki has gone the way of teemo and to nerf him now? Corki is frighteningly powerful and a frequent sight in draft (and in bans!), whereas teemo is ignored in league play for the most part. They aren't comparable at all. Title: Re: Patch Notes Post by: Thrawn on November 17, 2010, 02:41:52 PM Its my experiance that a moderatly well played Corki is more of a threat than an expertly played Teemo and an Expertly played Corki is a powerhouse carry that is very hard to shut down. However its much easier to play Teemo well then it is Corki.
My 2 cents Title: Re: Patch Notes Post by: DLRiley on November 17, 2010, 03:12:15 PM haven't seen a good corki at my scrub level in a while.
Title: Re: Patch Notes Post by: Astorax on November 17, 2010, 04:20:50 PM A well played Corki is terrifying..a well played Teemo is not...it's just really fucking annoying.
Title: Re: Patch Notes Post by: Thrawn on November 17, 2010, 05:02:44 PM A well played Corki is terrifying..a well played Teemo is not...it's just really fucking annoying. Hoax and I had a game not too long ago where someone was arguing how good Teemo was. He even went as far as to say Teemo would still be a viable top tier carry even if he didn't have the ability to drop mushrooms. :uhrr: :ye_gods: Title: Re: Patch Notes Post by: Ozzu on November 17, 2010, 08:48:51 PM The new buffed Lux is a force. She's going to be re-nerfed next patch I bet.
Title: Re: Patch Notes Post by: Samprimary on November 18, 2010, 03:33:50 PM I doubt it. I think she needs more AP scaling or cooldowns reduced a tad.
Galio might also need more nerf. I am unsure! I don't think I'm biased against him personally; I have an easier time than most do laning against galios. Title: Re: Patch Notes Post by: Prospero on November 18, 2010, 05:35:08 PM It's pretty brutal having a tank with as much ranged harass as he has, not to mention an ult that puts poor Amummu's to shame.
Title: Re: Patch Notes Post by: DLRiley on November 18, 2010, 07:01:50 PM It's pretty brutal having a tank with as much ranged harass as he has, not to mention an ult that puts poor Amummu's to shame. only because they have been consistent with nerfing amumu's ult for a while now. Title: Re: Patch Notes Post by: Prospero on November 19, 2010, 08:58:11 AM It was still better even before the nerfs. The duration of both is is the same however Galio's prevents the other team from casting spells. That's a pretty huge difference.
Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Samprimary on November 30, 2010, 07:23:22 PM NEW PATCH NOTES
Riot admits that aoe/cc was hitting ranked like a sort of superherpes No sign of flash dying in a fire yet Today, 01:08 AM League of Legends v1.0.0.106 Notes from the Design Team (new!) This patch is focused upon the following main issues: Area of Effect damage and disable spells being too powerful Area of Effect is taking a pretty large hit this patch, especially to the damage on Galio’s Idol of Durand, Morgana’s Soul Shackles and Vladimir’s Hemoplague. After seeing its effect on the game over a longer period of time, we’ve found something more akin to Annie’s Summon: Tibbers is a proper mix of area size, damage, and disable. We have several area-effect skills in the game that have snuck past this and we’re looking to bring these back to acceptable levels. Strong supports are able to protect powerful ranged carries too well, cancelling their fragility too easily We’re starting with a duration nerf to Morgana's Black Shield and Janna's Eye of the Storm to reward better timing of the spell reactively and to raise the skill ceiling a bit on these spells. If this proves too little, we’ll evaluate the need for additional changes in a future patch. Ranged carries, holistically, are too safe considering their damage output While we predict bigger changes will be required, our first adjustments are to lower the movement speeds of ranged carry-style champions to provide more of a tradeoff, and nerf Blessing of the Lizard Elder when used on ranged champions. We’d like to keep ranged carries “safer” than melee, while beginning to provide more tradeoffs that both give melee a place in the game and differentiate the roles of melee and ranged characters. New Skins in the Store Lil’ Slugger Trundle Junkyard Trundle Brolaf Blade Mistress Morgana Trundle, The Cursed Troll Rabid Bite: Trundle bites his opponent, dealing damage and sapping some of their attack damage. Contaminate: Trundle infects a target location with his curse, gaining attack speed, movement speed, and crowd control reduction while on it. Pillar of Filth: Trundle creates a plagued beacon at a target location, which becomes impassable terrain and slows all nearby enemy units. Agony (Ultimate): Trundle immediately steals his target’s health and a percentage of their armor and magic resistance. Over the next six seconds the amount of health, armor, and magic resistance stolen is doubled. Decompose (Passive): Whenever an enemy unit near Trundle dies, he heals for a percentage of their maximum health. Akali Fixed a bug where Shadow Dance could sometimes deal damage even if interrupted by a knockup / knockaway Blitzcrank Overdrive no longer has a movement speed reduction when it ends Fixed a bug where Power Fist was not breaking spell shields Fixed a bug where Static Field and Power Fist did not display the hit particle when they killed a unit Base attack speed increased. Updated recommended items Corki Phosphorous Bomb no longer reveals stealthed units Fixed a bug where Gatling Gun could hit unseen, non-champion stealthed targets like wards Fixed a bug where Gatling Gun was dealing too much damage Fixed a tooltip typo with Missile Barrage Base movespeed reduced to 300 Galio Resolute Smite ability power ratio increased to 0.75 from 0.7 Righteous Gust ability power ratio reduced to 0.5 from 0.65 Righteous Gust movement speed bonus increased to 20/25/30/35/40% from 20/24/28/32/36% Idol of Durand Ability power ratio reduced to 0.6 from 0.8 Damage percent increase on hit reduced to 5% from 10% Total damage cap reduced to 140% from 180% Janna Tailwind will now persist for her allies while Janna is dead Eye of the Storm duration reduced to 5 seconds from 10 Monsoon heal per second reduced to 70/110/150 from 90/130/170 Monsoon slow reduced to 30% from 40% Kayle Kayle now counts as a ranged attacker while using Righteous Fury Kog'Maw Base movement speed reduced to 305 from 310 Malphite Seismic Shard damage reduced to 70/120/170/220/270 from 80/135/190/245/300 Miss Fortune Base movement speed reduced to 300 from 310 Double Up base damage reduced to 25/60/95/130/165 from 35/70/105/140/175 Morgana Black Shield duration reduced to 5 seconds at all levels from 4/5/6/7/8 Soul Shackles Stun duration reduced to 1.0/1.5/2.0 from 1.5/2.0/2.5 Ability power ratio reduced to .8 from .9 Cooldown increased to 120 seconds at all levels Nidalee Pounce no longer deals damage if her jump is interrupted by another movement effect Pantheon Spear Shot base damage reduced to 20/31/42/53/64 from 30/40/50/60/70 Heartseeker Strike attack damage conversion increased to 28/31/34/37/40% from 18/22/26/30/34% Grand Skyfall mana cost reduced to 150 from 150/250/350 Aegis Protection now shows a counter as you build up charges The threshold required to trigger the Aegis Protection now increases with Pantheon's level. Sona Hymn of Valor base damage reduced to 60/110/160/210/260 from 70/120/170/220/270 Hymn of Valor ability power ratio reduced to 0.5 from 0.6 Aria of Perseverance healing reduced to 30/55/80/105/130 from 40/65/90/115/140 Song of Celerity active movespeed reduced to 6/8/10/12/14% from 8/10/12/14/16% Tristana Base movespeed reduced to 300 from 310. Rocket Jump no longer deals damage and slows if her jump is interrupted by another movement effect Twitch Spray and Pray duration reduced to 6 seconds from 7. Base movespeed reduced to 305 from 310 Veigar Baleful Strike missile speed increased by 100 Equilibrium mana regeneration percent increased to 0.75% from 0.5%. Basic attack missile speed increased by 100 Vladimir Fixed a bug where Tides of Blood was not providing Vladimir with enough increased regeneration and healing Fixed a bug where Tides of Blood did not deal full damage if you had 4 stacks before casting Hemoplague Cooldown increased to 150/135/120 seconds from 120 Damage amplification effect changed to 14% at all ranks from 10/14/18% Base damage reduced to 150/250/350 from 200/300/400 Ability power ratio reduced to 0.7 from 0.75 Warwick Eternal Thirst Heal per stack increased to 6/12/18 from 5/10/15 Maximum number of stacks reduced to 3 from 4 Duration increased to 4 seconds from 3 Base attack speed reduced slightly Xin Zhao Audacious Charge no longer deals damage and slows if Xin Zhao's dash is interrupted by another movement effect Items Aegis of the Legion no longer buffs allies while the holder is dead Chalice of Harmony passive effect unique to match the tooltip Doran's Blade Damage increased to 8 from 6 Health reduced to 100 from 120 Lifesteal reduced to 3% from 4% Doran's Ring Ability power increased to 15 from 10 Health reduced to 100 from 120 Mana regeneration per 5 reduced to 4 from 5 Frozen Mallet tooltip now shows slow % for melee and ranged attackers Innervating Locket no longer buffs allies while the holder is dead Rylai's Scepter Slow duration reduced to 1.5 from 2 Updated the tooltip to reflect slow information for single target and damage-over-time slows Sword of the Divine has a new hit effect and a new activation particle Tiamat tooltip now shows splash % for melee and ranged attackers Will of the Ancients no longer buffs allies while the holder is dead Wriggle's Lantern wards now show a duration in the mana bar like sight and vision wards Masteries Fixed a bug with Rank 2 of Utility Mastery where it was not working properly General Blessing of the Lizard Elder now slows for 10/20/30% if melee and 5/10/15% if ranged Autumn Summoner's Rift Moved Nashor to the same location as the summer version of Summoner's Rift. Twisted Treeline - Grez the Lizard Lord Health per player level increased to 175 from 150 Magic resistance increased to -20 from -30 Gold granted reduced to 50 from 100 Twisted Treeline Super Minions Health increased to 1200 from 1000 Base damage increased by 30 Fixed a bug where various 'modified attacks' were not firing while taunted or silenced (examples: Twisted Fate's Pick a Card, Udyr's Bear Stance) Fixed a bug where players that never connect were not being granted +1000 magic resist Removed "hun" from the word filter Skins Reduced the size of the Monarch Kog'Maw skin by approximately 10% Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Prospero on November 30, 2010, 08:10:08 PM Wow. Someone hates Sona.
Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Astorax on December 01, 2010, 08:38:37 AM Wow. Someone hates Sona. Yeah, she was already nerfed to oblivion, this is just icing on the cake. :( Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Der Helm on December 01, 2010, 09:39:01 AM Wow. Someone hates Sona. Yeah, she was already nerfed to oblivion, this is just icing on the cake. :( Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Mosesandstick on December 01, 2010, 12:23:35 PM *Sigh*, was trying to break 40 assists, just got 37 with Sona.
Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Prospero on December 01, 2010, 02:27:14 PM See? To oblivion.
Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Hoax on December 02, 2010, 11:54:00 AM I was using Sona up to this patch for easy wins, this does look like one of those nerf everything nerfs that take a lot of the fun out of playing a champ since everything works less well. I'll probably shelve her for awhile so I can forget how good she was. Really though locket is still good so Sona is still good.
I'm fucking amazed nobody is running Locket jungle Udyr right now, theorycrafting wise it seems like it would be really good to me? Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Thrawn on December 02, 2010, 11:56:33 AM I'm fucking amazed nobody is running Locket jungle Udyr right now, theorycrafting wise it seems like it would be really good to me? It's because hardly anyone runs Udyr. I guess a dps/stun/tank/junglers that can chase and escape isn't very good in the current meta. :awesome_for_real: Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Prospero on December 02, 2010, 01:29:13 PM The heal from locket is nice in-between fights, but useless during big team brawls. I prefer Omen myself; it provides the same cooldown, health, and an AoE debuff.
Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Typhon on December 02, 2010, 01:56:29 PM [...] I'm fucking amazed nobody is running Locket jungle Udyr right now, theorycrafting wise it seems like it would be really good to me? I used to play Udyr a great deal, and the locket was a big part of that, but it's too expensive for what you get. It does allow endless stance dancing, but fights don't really last so long that you need endless stance dancing. There are other items that provide better defense or offense, and since you are supposed to be in the jungle anyway, mana shouldn't be a problem. If fights lasted longer, I think it would be worth it. It does provide cooldown reduction, but Udyr doesn't benefit from cooldown reduction as much as defense and AD (and the ghostblade is a better item for cooldown reduction, given everything else it brings to the table). I like wriggles + ghostblade + triforce as a core, then you decide how tanky you want to go. When I play him lately, I've also been taking tiger earlier in the build because it allows for decent farm and provides crazy burst (with triforce) and tower demolition. Bear + ghostblade + boots + triforce = very fast Udyr. Who I find that the locket works really well with is Nadalee. Helps the team, keeps you topped up with mana for the heal/speed boost, and provides a decent source of cooldown reduction. I just wish I had more discipline to keep laying down the traps. Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Prospero on December 02, 2010, 02:45:40 PM How does a minimal health and mana regen help the team? It's better than a poke in the eye, but it's a far cry from the old locket's passive.
Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Typhon on December 03, 2010, 06:24:34 AM It definitely isn't an Aegis or Starks. Given when you are likely getting it in the game, it's extremely underwhelming. Sorry if the way I phrased it made it seem like I thought it was good.
Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Kail on December 12, 2010, 02:08:12 PM Okay, stupid question. Got a bit of flak for picking Amumu since he's "useless" now after the nerf to AoE CC.
But, despite the "Top men are investigating it" thingy at the top of the patch notes, I'm not actually seeing anything that would impact Amumu? Or a number of other AoE disablers (looking specifically at Kennen here)? It's just a few (Galio, Morgana) who I'm seeing changes to. Or did they change something in the last patch I missed? Title: Re: Patch Notes (11/30) — AoE/CC will die in a fire over the next few patches Post by: Thrawn on December 12, 2010, 03:33:14 PM Okay, stupid question. Got a bit of flak for picking Amumu since he's "useless" now after the nerf to AoE CC. But, despite the "Top men are investigating it" thingy at the top of the patch notes, I'm not actually seeing anything that would impact Amumu? Or a number of other AoE disablers (looking specifically at Kennen here)? It's just a few (Galio, Morgana) who I'm seeing changes to. Or did they change something in the last patch I missed? I think, as usual, people are just dumb and can only make game decisions based on what they read on the League forums. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Samprimary on December 13, 2010, 10:23:50 PM New Skins in the Store
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Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Chimpy on December 13, 2010, 10:41:04 PM So to offset the sunfire nerf they apparently buff garen's damage? :ye_gods:
The Spirit Visage change makes me unhappy as I don't like increases to my item costs on Taric :/ And why the hell couldn't they make a new Taric skin? Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Kail on December 13, 2010, 10:52:24 PM
That... kind of looks like a big change, to me. New "leaver buster" thing is interesting. I'm interested to see how it pans out. Also, lol at "we're going to nerf Locket" translating into "Locket has been removed" Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Samprimary on December 14, 2010, 12:27:34 AM well, the lead char designer had said he wanted to do as much damage to locket as he possibly could. t-t-t-total victory, I suppose.
after playing the wave of udyrs that came in the wake of the Noxia v. udyr & friends all I can say is good riddance! Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Mosesandstick on December 14, 2010, 02:42:58 AM Won't this make it harder for non-optimal junglers to jungle now? Or it could just force people in to path changes, no more golem first?
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Samprimary on December 14, 2010, 03:19:55 AM there's a lot of things that this patch is going to do; chief among them, it appears to have (finally!) overnerfed twitch and settled in some route changes. The issues that may spring up as a result of this are intended to be handled in all the subsequent patches, each of which is intending to eat at some of the ways in which gameplay is stagnating. the anti-aoe cc thrust followed by anti ranged carry followed by anti tanky dps etc etc
next one apparently has a lot to do with characters who basically shut down harrassment in lanes. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Typhon on December 14, 2010, 04:57:23 AM Ooph! Tank Olaf took a pretty big blow on vicious strikes. (1% x 3000 = 30 AD he just lost). I can see that they are trying to make AD Olaf playable, so I guess I won't cry too much.
Going to have to try a jungle Tiger Udyr to get a feel for the changes - the biggest being, "Tiger no longer splits the attacks". Tiger Udyr will now receive a great deal more lifesteal back from autoattacks while in Tiger stance (making Tiger <--> Turtle dancing more attractive). This is a big deal for Udyr because he can only take three of his abilities to level 5, and Phoenix 4 + 5 don't do enough at the end game to be worth it. It's not clear to me that Udyr was nerfed. He definitely was changed. "Solo lanes will see a slight reduction in their experience gain. Junglers and Dual lanes will be unaffected." - I thought they wanted to reduce the importance of jungle? This just seems to reduced the viability of some carries that really need early-mid game dominance... and made jungle even more important. I don't get it. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Thrawn on December 14, 2010, 06:07:53 AM REMOVED Innervating Locket, Made Sunfire Cape damage unique....cripes, those seems a little overboard. So many big changes at once seems like a very bad and very annoying thing. Seems likely to create all kinds of new imbalances.
The change I'm pissed about - Last Whisper Combine path changed: now requires Pickaxe and Long Sword, instead of Recurve Bow and Long Sword Upgrade cost increased to 700 from 500 Now provides +40 Attack Damage and 40% Armor Penetration WHY FUCK YOU WHY? Recurve Bow was one of the reasons Last Whisper was such a good carry build, it gave you attack speed since you get none from Doran's and IE/BS/Cleaver. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: DLRiley on December 14, 2010, 07:00:40 AM looks like i won't be playing league for a couple of months unless a few champs i like get buffed lolz.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Slayerik on December 14, 2010, 01:58:56 PM Well, I formulated my own new Udyr Jungle path for AD Tiger Style Udyr!
Smite/Ghost Long Sword and a health Pot Tiger Style 21/0/09 Runes: AS marks, dodge seals, armor glyphs (I will probably do cooldown), flat health quints Start at Golems, kill them (dont use pot), level up turtle. Recall instantly home. Buy two more pots. Kick on Ghost and run to Golem (ghost will be back in time after Lizard for gank). Kill lizard minions quickly, Use pot while taking on Golem (finishing with Smite). Kill wolves, kill wraiths, kill golems and recall. Grab Boots or another sword (working towards Brutalizer, I plan on bypassing Madreds Razors completely - seem plenty fast enough in killing shit). Boots are probably the better choice here, and maybe 1 pot. Kill lizard, drink pot, go gank lane. Jungle till level 6 and kill Dragon. Buy AD shit, maybe some tankage. The new effect of Tiger style synergizes well with Turtle stance. You keep some of the increased attack speed, thus more life and mana recharge on mobs. On my trial bot runs it seems pretty effective but I'll need to see it in action to really judge. Sorry, this isn't the Slay's Udyr build thread but fuck it. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Chimpy on December 14, 2010, 02:13:07 PM Oh BTW, xmas health quints are same as non-xmas ones, but cost 1550 (500 less than usual ones).
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: tazelbain on December 14, 2010, 02:33:17 PM If AoE and tanky meta are out, are we back to range carries or healing metas?
EDIT: Since it's too early too know, I guess I asking for opinions about where the new meta will go. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Hoax on December 15, 2010, 06:07:01 AM I'm going to say its going to be emphasis on support and pocket carry or just old aoe depending on which some idiot like Elementz sees work first and posts as the BEST STRAT EVAR which are the two best metas the game has ever had and also the ones where you can run rogue strats like push or heavy mobility or european tf.
Garen got crushed, good riddance. If the patch hurts MordK to the point where he becomes a rare specialist only champ I'll be happy as hell as well. This could be the best patch ever, no idea, I wont get to play for another two weeks. I see no reason why what was once good isn't good again. Amumu, Annie, Ranged carry du jour and a good lane combo like say Janna + Kennen should be top tier. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Thrawn on December 15, 2010, 07:33:09 AM I declare the new meta as Tryndamere carry all day long, whooo!
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Prospero on December 15, 2010, 09:39:39 AM The ward changes made me sad last night. I tend to be the only fucker buying them on my team, and now I have to buy twice as many. *grumble* I'm less fond of gankfest LoL.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Typhon on December 15, 2010, 09:44:21 AM I found the ward changes completely baffling. I still don't understand what they were trying to achieve by nerfing them.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Chimpy on December 15, 2010, 11:01:10 AM Obviously it is to make jungling less necessary and less powerful. Oh wait. All the changes make jungling MORE powerful and MORE necessary.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Phry on December 15, 2010, 11:52:13 AM I found the ward changes completely baffling. I still don't understand what they were trying to achieve by nerfing them. So that the ward can be instantly killed if you drop it by another hero before it stealths out. Dunno why the times changed though. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Hoax on December 15, 2010, 11:54:14 AM Official stance seems to be, buying wards was a no brainer good decision before now under any circumstances, I don't think its a great change but can't say.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Prospero on December 15, 2010, 01:31:33 PM You can also kill the wards by using an AoE ability like Anivia's ult on them. Before you would have to leave it on for quite awhile if you knew there was a ward in the bush. Now you can just toggle it on and off and kill any wards. I imagine Singe can do the same thing by running through them with his poison on.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Mosesandstick on December 15, 2010, 01:36:29 PM Ward's aren't magic immune?
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Prospero on December 15, 2010, 01:44:35 PM I thought they could but it looks like I'm wrong. Yay! I guess just Pantheon can randomly kill then.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Samprimary on December 15, 2010, 05:00:53 PM the wards change is ultimately good, just a bitter pill to swallow. Before it, you could just dump a ward down anywhere at any time without any real repercussions, and any game at 1350+ elo was one in which wards were absolute no-brainers and were thus used everywhere all the time by any decent team.
Some examples as to why the meta change is entirely appropriate: before, most games against arranged teams started with them dropping a ward on our blue golem, and we would do the same. how exciting! now, that's not such a good idea, because all day after the patch we would sit by blue golem and get a free ward kill if they dropped one. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Kail on December 18, 2010, 04:59:38 PM Well, I formulated my own new Udyr Jungle path for AD Tiger Style Udyr! (snip) Start at Golems, kill them (dont use pot), level up turtle. Recall instantly home. Buy two more pots. Kick on Ghost and run to Golem (ghost will be back in time after Lizard for gank). Kill lizard minions quickly, Use pot while taking on Golem (finishing with Smite). Kill wolves, kill wraiths, kill golems and recall. Grab Boots or another sword (working towards Brutalizer, I plan on bypassing Madreds Razors completely - seem plenty fast enough in killing shit). Boots are probably the better choice here, and maybe 1 pot. Kill lizard, drink pot, go gank lane. Jungle till level 6 and kill Dragon. Buy AD shit, maybe some tankage. I'm pretty new at jungling, but my general route is something like: -Start with turtle, cloth armor, 3 or 4x health potions -Kill blue golem first, use smite when he's low, kill the two minions after golem dies. Spamming turtle stance, I can do this with two health potions. -kill wolves, kill wraiths, kill minigolems. Keep levelling turtle stance when you can, otherwise whatever (generally I like tiger or phoenix) -should be fairly high in HP after minigolem fight, go kill lizard. Smite should be coming off cooldown, blue buff should be just wearing off, kill minions and then then smite lizard (probably have to use the third health pot here). -kill whatever has respawned (generally wolves at this point) wander around until you can finish Mandreds. Get blue and red buffs and get dragon. Now, the problem is that I'm super new at jungling (never really tried it in a real game) and I'm not really sure why you'd pick one jungling "route" over the other. I was thinking that mine was pretty good because you never have to leave the jungle until you're ready to buy something, but Slayer's has him going back to base every few kills, but he's probably killing stuff faster when he's out there. What's the "optimal" thing you guys would look for in a jungling strat? Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Samprimary on December 28, 2010, 04:01:33 PM Hey, if anyone can dig up info on this — I know that the lol devs consider stealth obnoxious and intend to rework it. I just don't know what, if anything, they've said about the rework. Anybody know?
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Margalis on December 29, 2010, 02:25:25 AM I don't think they've said anything too specific about what the planned changes are.
I keep installing this game, playing it for a day or two, then uninstalling. The community is such a giant bunch of babies it's really hard to get any enjoyment out of it. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Typhon on December 29, 2010, 05:24:00 AM I have seen nothing concrete on the stealth changes they are planning.
From what I have read, it seems like they are most focused on Eve - stealth that is offensive and global, as simply select the champ results in a significant impact on the other team (Shaco and Twitch are similar enough that I'm guessing they might be lumped in there as well). They specifically mentioned that they were fine with Akali and Teemo's versions of stealth (because they were either short-duration and localized or non-interactive). Their statements hinted that they were considering adding an item(s) that granted stealth detection. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Samprimary on December 29, 2010, 07:59:40 AM Ay, between that and the raping Twitch has faced over the course of this year's patches, he's practically an ex-hero.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Typhon on December 29, 2010, 09:09:28 AM Well, I formulated my own new Udyr Jungle path for AD Tiger Style Udyr! (snip) Start at Golems, kill them (dont use pot), level up turtle. Recall instantly home. Buy two more pots. Kick on Ghost and run to Golem (ghost will be back in time after Lizard for gank). Kill lizard minions quickly, Use pot while taking on Golem (finishing with Smite). Kill wolves, kill wraiths, kill golems and recall. Grab Boots or another sword (working towards Brutalizer, I plan on bypassing Madreds Razors completely - seem plenty fast enough in killing shit). Boots are probably the better choice here, and maybe 1 pot. Kill lizard, drink pot, go gank lane. Jungle till level 6 and kill Dragon. Buy AD shit, maybe some tankage. I'm pretty new at jungling, but my general route is something like: -Start with turtle, cloth armor, 3 or 4x health potions -Kill blue golem first, use smite when he's low, kill the two minions after golem dies. Spamming turtle stance, I can do this with two health potions. -kill wolves, kill wraiths, kill minigolems. Keep levelling turtle stance when you can, otherwise whatever (generally I like tiger or phoenix) -should be fairly high in HP after minigolem fight, go kill lizard. Smite should be coming off cooldown, blue buff should be just wearing off, kill minions and then then smite lizard (probably have to use the third health pot here). -kill whatever has respawned (generally wolves at this point) wander around until you can finish Mandreds. Get blue and red buffs and get dragon. Now, the problem is that I'm super new at jungling (never really tried it in a real game) and I'm not really sure why you'd pick one jungling "route" over the other. I was thinking that mine was pretty good because you never have to leave the jungle until you're ready to buy something, but Slayer's has him going back to base every few kills, but he's probably killing stuff faster when he's out there. What's the "optimal" thing you guys would look for in a jungling strat? Here's what I do: Runes (very important) - my rune page is still in progress. I have the attack speed runes and health quints, but I lack the armor runes. Thus my jungling isn't great. Go Phoenix. Been playing around with these two item builds: Vamp + 1 pot. Wait ten seconds after minions spawn to buy the pot. Sword + 2 pots. Wait ten seconds after minions spawn to buy the second pot. Go blue golem. Use smite right off as I want it to be available on small golems. Go wolves. Level turtle. Go wraiths. Go golems, use smite again. Port back, buy appropriate portions of Wriggles that make sense. I take phoenix to 3 as soon as I can, alternating with turtle, and I go no further with phoenix. Get a point in bear around 5/6 for ganking. At mid game, turtle is 2/3, bear is 1/2, phoenix is 3, and I'm putting all my points into tiger. End game is 5, 5, 5, 3. Tiger with a bit of AD and Triforce does a huge burst of damage. Wriggles boots Either Zeal or Phage, depending on whether I'm having trouble getting to enemy champs, or staying in range/need more health. Work towards finishing merc boots and triforce. After that I'm considering one of the following based upon how things are going: Ghostblade - Doing well, pushing my midgame advantage with more AD, AS, runspeed and cooldown reduction. Soul Shroud - Need more survivabiliy or chronically low on mana. Has cooldown reduction. Force of Nature - need magic resistance, additional runspeed on this champ is always good. Hexdrinker - doing ok, the primary damage dealers are AP-based, want to be offensive and defensive in how I react to them Randiuns - desperately needing armor. Note that occasionally we'll be doing so poorly against an AD-heavy team that I'll push parts of this up in the build queue ahead of Triforce. Something like Phage then Wardens Mail, then consider whether to pursue triforce or randiuns. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: tazelbain on December 29, 2010, 10:31:57 AM End game is 5, 5, 5, 3. Solid advice this is.Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: DLRiley on December 30, 2010, 06:39:27 PM I don't think they've said anything too specific about what the planned changes are. I keep installing this game, playing it for a day or two, then uninstalling. The community is such a giant bunch of babies it's really hard to get any enjoyment out of it. Let it me be known, riot balances nothing for top level play. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Kail on January 02, 2011, 03:47:58 AM They're doing this "Patch Notes Preview" video (http://www.youtube.com/watch?v=B5WmG-LKhwA) thing, which personally I think is a great idea since it gives some insight into why changes are happening as well as what changes are coming up.
Cliff notes version: -Some changes from last patch being reverted (Udyr, Olaf, Garen a bit) -Zhonya's being removed, and split into two items, one which has the active (the invuln ability) and one which has the passive (+% to AP). Not entirely sure about this one, the new Deathcap apparently gives +155AP and +30% AP passive, which looks like it'll be even more essential than Zhonya's. -Exhaust being changed a bit. Characters who are blind will still be able to do a little bit of damage with their autoattacks, but their abilities will also be impaired slightly. -Presumably something with Cass, though they didn't really say what aside from some of her ratios being buffed. -Wards are being reworked (again) so that they die after a certain number of hits rather than having an HP pool. -New item is a pair of boots that gives +15% cooldown reduction. Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: schild on January 02, 2011, 02:25:25 PM Zhonya's being replaced with 2 just means no one will take the active/invuln one, which is awesome. The +% to AP one is total money.
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Thrawn on January 02, 2011, 03:18:36 PM Zhonya's being replaced with 2 just means no one will take the active/invuln one, which is awesome. The +% to AP one is total money. Agreed, the only people that might take the invuln one are the champions that can abuse it like Morg or Fiddle or Kennen. (the ults keep going wile they are invincible) Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Margalis on January 02, 2011, 06:58:04 PM Oh god more lore talk.
Title: Re: Patch Notes (1/4) — Hot sniper on sniper action. Every game. Post by: Samprimary on January 04, 2011, 06:39:46 AM New Skins in the Store
League of Legends v1.0.0.108 Caitlyn, the Sheriff of Piltover (http://eu.leagueoflegends.com/board/showthread.php?t=93350)
Casseopeia
Garen
Irelia
Katarina
LeBlanc
Malzahar
Olaf
Pantheon
Udyr
Items
Summoner Spells
General
Audio
Title: Re: Patch Notes (1/4) — Hot sniper on sniper action every goddamned game Post by: Typhon on January 04, 2011, 10:19:19 AM Odd. The 5,5,5,3 Udyr build just became significantly more powerful (and effective to do tiger->turtle instead of always turtle->tiger) and I thought it was already pretty good. Better in the jungle as well. Turtle > Phoenix (wait six hits) > Turtle (repeat).
I hope they leave him alone for awhile. Expected a bit more for Olaf, but I guess I should be happy that they didn't over tune him. Considering going with the cooldown redux boots on him and skipping Soul Shroud in favor of actual tank items (freeing up a slot to situational choose offense or defense). I enjoy Cassie, I think the AP buff will encourage the type of combo that they were looking for (versus a Malzahar/Swain-style of dot-dot-dot). I like the Black Cleaver and Will of the Ages changes. I think WotA is underrated on certain casters. Title: Re: Patch Notes (1/4) — Hot sniper on sniper action every goddamned game Post by: Samprimary on January 04, 2011, 11:46:34 AM reduction in dragon gold and increasing the health of the river creeps is going to turn out by far to be the biggest meta change. Organized play was starting to live or die on the first river kill/fight.
Title: Re: Patch Notes (1/4) — Hot sniper on sniper action every goddamned game Post by: Samprimary on January 04, 2011, 09:32:20 PM Watch your asses, ladies and gentlemen. The deathcap and the boots of lucidity just punched some mages through the fucking roof, especially in midgame.
Title: Re: Patch Notes (1/4) — Hot sniper on sniper action every goddamned game Post by: schild on January 04, 2011, 10:09:24 PM Watch your asses, ladies and gentlemen. The deathcap and the boots of lucidity just punched some mages through the fucking roof, especially in midgame. That should've been fucking expected. Terrible fucking design decisions. Kass is going to be amazing.Title: Re: Patch Notes (1/4) — Hot sniper on sniper action every goddamned game Post by: Nightblade on January 04, 2011, 11:30:52 PM I think I'll just stop playing until this is fixed. :oh_i_see:
Title: Re: Patch Notes (12/14) — Death to wards, tanky meta Post by: Samprimary on January 05, 2011, 02:35:31 PM Oh come on, how can you say that this was something you could expect? I'm sure you aren't giving thought to the complicated nature of d
Zhonya's being replaced with 2 just means no one will take the active/invuln one, which is awesome. The +% to AP one is total money. oh Title: Re: Patch Notes (1/4) — Hot sniper on sniper action every goddamned game Post by: schild on January 10, 2011, 06:20:18 AM Thread
Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Samprimary on January 10, 2011, 02:36:56 PM It's a great couple of weeks to be a mage. Corki flees but doesn't even reach the ground.
Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Vaiti on January 10, 2011, 09:02:33 PM I main Kog'Maw and it's been alot of fun seeing people trying to make AP Kog's and then eating them alive with a standard Crit Kog. Dat Hat. :awesome_for_real:
Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Slayerik on January 14, 2011, 11:16:33 AM I love my Tiger Udyr. I have devised a plan to be full time jungler, without smite, and I pretty much first blood every game unless they are completely tower hugging (which is fine by me). The best part is that Udyr is so versatile, he can DPS, initiate, tank, but most importantly he can carry late game. The burst I build now if fun fun fun.
I don't put a point in Phoenix until 16 I think. Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Prospero on January 14, 2011, 11:33:18 AM What does your build and jungle pattern look like?
Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Slayerik on January 14, 2011, 11:46:50 AM EDIT: Now I do same build , but just take smite. Not having it slows a bit too much, even if it sucks late game.
15/0/15 3 Crit, 1 whatever 4 in cooldown reduction 1 in magic pen , 3 in armor pen 3 in Attack damage 3 in good hands, 1 in imp ghost 4 in XP buff 2 in med, 2 in util mastery 3 in quickness Runes: Marks: Flat Attack Damage (yes, attack damage) - Magic/armor pen works, as well as ATKspeed. Seals: Dodge Gylphs: CDR - / 18 Quints: 1 Fort 1 Flat Attack Damage 1 Armor Pen (these I am messing with, also used 1 fort and 2 movement speed) Ignite/Ghost (or exhaust/ghost or flash/ghost) Buy Longsword (or Vamperic Spectre, not recommended) Start at two golems with Tiger. Spam Tiger - ( Take Turtle) recall home. Buy 3-4 health pots, GHOST to Golem. Tiger one small lizard, pop health pot, turtle the other, IGNITE Golem and turtle whack. Pop another pot and take out wolves (take Tiger) --- wraiths --- small golems again (Take Bear) - Recall Home Buy Boots and a health pot or 2. Bear on over to Red buff, kill smalls pop pot, juggle tiger/turtle. Ghost and Ignite will be back up. Go gank. Profit! Fair warning, you need to be good with keeping monkey's agility stacks up. That is key. From there I build Razor, to lantern. I kill dragon about 6-7 (once i have lantern usually, and blue buff). Boots vary, merc usually. Build Attack damage heavy. Triforce is a good goal as well. Build order is roughly 1. Tiger 2. Turtle 3. Tiger 4. Bear 5. Tiger 6. Turtle 7. Bear 8. Tiger 9. Turtle 10. Tiger 11. Turtle 12. Bear 13. Turtle 14. Bear 15. Bear 16- 18 Phoenix Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Vaiti on January 19, 2011, 07:14:42 AM They fixed the Deathcap problem.
Quote Rabadon's Deathcap cost increased to 3400 from 3300 :why_so_serious:Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Ashamanchill on January 19, 2011, 09:10:05 PM So like a chump I took a break from my main; Chogath (gentlemen Chogath actually....yeah he was worth every penny), and tried out one of the new champs, Cassiopea. I did so because I like snakes (have a pet snake, snake tattoo, etc.). Wow. She SUCKS!!!! I tried everything with her. I mean, I've even done well with Urgot (which is a testament to my tenacity, not my skill), but she is just plain garbage. You have to be using your keybinding like your playing an epic guitar solo or something. Fuck.
And yes DLRiley, I get it that YOU and other super high elo folk are rocking with her, but down here in the gutters she is an acknowledged sack of shit. Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Samprimary on January 20, 2011, 03:04:03 AM high-elo peeps actually say she's completely forgettable atm cause you can get others to do what she does in a shitzillion less mouse clicks, freeing up your attention for better control.
Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Slayerik on January 21, 2011, 11:16:50 AM So I had my first Penta kill last night. Too bad the last kill took like a second too long and I only really got a Quadra :(
I steamrolled a team fight I got to a bit late with AD Udyr and we won the game. It was glorious! I love the way the announcer says TRIPLE KILL! Title: Re: Patch Notes (1/4) — Hot Sorting Hat on Sorting Hat action every goddamned game Post by: Thrawn on January 21, 2011, 08:01:45 PM So I had my first Penta kill last night. Too bad the last kill took like a second too long and I only really got a Quadra :( I think my first and only Penta was on Shen. :uhrr: high-elo peeps actually say she's completely forgettable atm cause you can get others to do what she does in a shitzillion less mouse clicks, freeing up your attention for better control. IMO thats the issue with a lot of new characters. "New person X does this well, but old person Y does the same thing but better." |