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Title: Test Realm Patch 05/14/2010
Post by: schild on May 16, 2010, 04:14:15 PM
==Champions==
=== Al'Zahar, The Prophet of the Void ===
* Summon Voidling (Passive)
** After casting 5 spells, Al'Zahar summons a Voidling to engage enemy units for 21 seconds. Voidlings grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).
* Call of the Void
** Al'Zahar opens up two portals to the void, After a short delay, power erupts from the voids, dealing damage and silencing all enemies hit.
* Null Zone
** Al'Zahar creates a zone which deals the greater between a flat damage and a % of the target's max health.
* Malefic Visions
** Al'Zahar infects his target's mind with creul visions of their demise, dealing damage each second. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and restore mana to Al’Zahar.
* Nether Grasp
** Al'Zahar grips his target in an engulfing void of energy, dealing damage each second.

===Akali===
* Smoke Bomb
** Stealth is now removed when you actually attack, rather than when you begin your attack animation.
===Alistar===
* Pulverize
** Now deals damage when the target is knocked into the air, rather than when they hit the ground
===Ashe===
* Frost Shot slow % changed to 15/20/25/30/35%, from 10/17/24/31/38%.
* Volley now fires 7 missiles, from 9.
* Enchanted Crystal Arrow
** Fixed a bug where Enchanted Crystal Arrow could stun for longer than intended
** Fixed a bug where ranks 2 and 3 slowed targets for longer than intended
** Reduced the amount of stun per unit of distance (e.g., you have to fire it from farther away to get the full stun duration)
* New spell (E) - Hawkshot: Ashe sends a scouting hawk to target location on the map, revealing terrain as it travels. Note: Ashe keeps the passive Accumulate Wealth.

===Blitzcrank===
* Power Fist
** Removed the slow particle from the affected target.
* Static Field
** Static Field's tooltip now provides the bonus damage based on the Blitzcrank's Ability Power.

=== Cho'Gath ===
* Rupture
** Rupture now deals damage on knocking the targets into the air, rather than when they fall to the ground.
* Feast
** Feast loses up to 3 stacks on death instead of all of them.

===Evelynn===
* Shadow Walk
** Stealth is now removed when you actually attack, rather than when you begin your attack animation.
=== Janna ===
* Eye of the Storm
** Cooldown increased to 12 from 10.
** AP ratio reduced to .6 from .8
** Damage buff changed to 10/20/30/40/50 from 24/30/36/42/48

=== Master Yi ===
* Double Strike
** Fixed a bug where Double Strike was represented incorrectly on death recaps.
* Alpha Strike
** Reduced the animation delay before performing Alpha Strike
* Meditate
** Reduced the animation delay before performing Meditate

=== Mordekaiser ===
* Children of the Grave
** Fixed a bug where Mordekaiser would infrequently gain health from Mace of Spades or Syphon of Destruction while Children of the Grave was on his target.

=== Nunu ===
*Visionary
** Fixed the Visionary tooltip to correctly say that Nunu gains a free spell every 7 attacks instead of 8.

=== Pantheon ===
* Grand Skyfall
** Reduced the summoner spell cooldown so that players can cast summoner spells right after Pantheon completes his Grand Skyfall.

=== Rammus ===
* Attack ranged increased to 125 from 100
* MP regen per level increased to .06 from .05
* Powerball
** Cooldown reduced to 11 from 12
* Defensive Ball Curl
** Cooldown reduced to 15 from 18
** Mana cost changed to 50 from 40/50/60/70/80
* Tremors
** Mana cost changed to 120 at all ranks from 100/150/200.

=== Ryze ===
** Spell Flux's -Magic Resistance debuff no longer stacks.
* Spell Flux's -Magic Resistance debuff increased to 15 from 12.

=== Teemo ===
* Camouflage
** Fade time reduced to 3 seconds from 4.
** Fixed a bug in which sometimes the fade time would take too long.
** When Teemo breaks stealth, he now gains "Element of Surprise", increasing his attack speed by 40% for 3 seconds.
* Blinding Dart
** Mana cost reduced to 70/80/90/100/110 from 70/85/100/115/130.
** Cooldown reduced to 10 from 12.
** Blind duration reduced to 1.5/2.0/2.5/3.0/3.5 from 1.6/2.2/2.8/3.4/4.0.
* Move Quick
** Now only breaks when taking damage from an enemy champion or turret.
* Toxic Shot
** The first application of magic damage now occurs immediately upon hitting the target.
** Poison duration reduced to 4s from 5s (total number of applications remains at 5).
* Noxious Trap
** Fade time reduced to 1.5 from 2.

=== Tristana ===
* Updated several particles.

=== Tryndamere ===
* Bloodlust
** Bloodlust bonus critical damage per stack lowered to 0/1.125/2.25/3.375/4.5 from 1.5/2.25/3/3.75/4.5
** Bloodlust cooldown lowered to 14/13/12/11/10 from 18/16/14/12/10
* Undying Rage
** Is now castable while CC'ed.

===Twitch===
* Ambush
** Stealth is now removed when you actually attack, rather than when you begin your attack animation.
* Deadly Venom
** Fixed a bug where Deadly Venom applies 2 debuff icons to its target.

=== Zilean ===
* Timebomb AP ratio decreased to .9 from 1.1 *
* Timebomb Now ticks 3, 2, 1 additional damage before the bomb explodes. This will trigger calls for help.

==Items==
* New Item: Bilgewater Cutlass
** +25 Attack Damage
** +12% Life Steal
** UNIQUE Active: Deals 200 magic damage and slows the target champion for 2 seconds (300 range). 60 second cooldown.

* New Item: Hextech Revolver
** +40 Ability Power
** +10% Spell Vamp

* New Item: Hextech Gunblade
** +40 Attack Damage
** +50 Ability Power
** +15% Life Steal
** +12% Spell Vamp
** UNIQUE Active: Deals 200 magic damage and slows the target champion for 3 seconds (700 range). 60 second cooldown.


==General==
* Critical chance and critical chance per level removed as a base stat. Gold value for these stats was pushed into base attack damage and attack speed per level, respectively. Average delta across all champions for these stats was +1.91 base attack damage and +.17% attack speed per level.
* New system for Armor/Magic Resistance Penetration implemented. All penetration is now percentage based and stacks with diminishing returns up to 50%. If a champion with 50% penetration attacks two targets that absorb 30% damage and 70% damage, they will only absorb 15% and 35% of the damage from the attack respectively.
* Brush on Twisted Treeline redesigned.
* The Reverse Law of Ninja Power has been changed to modify health, not damage

==Audio==

===Champions===

====Ashe====
* Fixed bug causing hit sound on Enchanted Crystal Arrow not to play

====Kennen====
* Added different hit sounds for basic attack on different materials
---------------------------------
* Ryze, Zilean and Tryndamere: These changes are experimental burst changes for the PTR. These will be changed.


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 16, 2010, 04:15:12 PM
Also added it to wiki.f13 here:
http://wiki.f13.net/index.php/Test_Realm_Patch_05/14/2010

Why? Shurelia was too lazy to remove the damned mediawiki tagging.


Title: Re: Test Realm Patch 05/14/2010
Post by: Thrawn on May 16, 2010, 04:18:57 PM
Every new champ I see come out before new game modes makes me care for the game a little less.  At this rate I'll be uninstalling LoL soon.


Title: Re: Test Realm Patch 05/14/2010
Post by: tazelbain on May 16, 2010, 05:34:14 PM
Glad to hear it.  Teemo is the only one I am not absolute shit with and he was falling behind the power curve.


Title: Re: Test Realm Patch 05/14/2010
Post by: MrHat on May 17, 2010, 06:50:58 AM
There was a rework of Evelynn too I think.

Draft mode should be coming soon!


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 17, 2010, 07:38:30 AM
That Janna nerf is staggering. She's back to wholly mediocre the moment this patch hits.


Title: Re: Test Realm Patch 05/14/2010
Post by: Prospero on May 17, 2010, 09:39:37 AM
Well, looks like I won't be playing tanks anymore. I was already to beginning to think they are mostly useless, but this just clinches it.


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on May 17, 2010, 10:45:27 AM
Rammus buffs!

Ashe getting Hawkshot seems interesting.


Title: Re: Test Realm Patch 05/14/2010
Post by: Astorax on May 17, 2010, 11:23:06 AM
** Fixed a bug where Enchanted Crystal Arrow could stun for longer than intended
FUCKING KNEW IT!

I swear there were times where I'd be sitting there for a full 4 seconds from a near point blank crystal arrow shot.

Quote
* New spell (E) - Hawkshot: Ashe sends a scouting hawk to target location on the map, revealing terrain as it travels. Note: Ashe keeps the passive Accumulate Wealth.

Ooooooh, neat!

Quote
** Spell Flux's -Magic Resistance debuff no longer stacks.
* Spell Flux's -Magic Resistance debuff increased to 15 from 12.

Good, should make Ryze a bit more consistent...rather than "sometimes I eat your face, other times I hit you like a wet noodle".

Quote
** When Teemo breaks stealth, he now gains "Element of Surprise", increasing his attack speed by 40% for 3 seconds.
So I'm confused, Teemo's passive is now one of Twitch's abilities?

Quote
* Timebomb Now ticks 3, 2, 1 additional damage before the bomb explodes. This will trigger calls for help.
Yay for fucking towers attacking on bomb placement now instead of bomb exploding...always hated that.

Quote
* New system for Armor/Magic Resistance Penetration implemented. All penetration is now percentage based and stacks with diminishing returns up to 50%. If a champion with 50% penetration attacks two targets that absorb 30% damage and 70% damage, they will only absorb 15% and 35% of the damage from the attack respectively.
Sooooo tanks are useless now, wut?


Title: Re: Test Realm Patch 05/14/2010
Post by: Prospero on May 17, 2010, 11:30:40 AM
Tanks are frequently useless late game, this is just making sure they are always useless late game.


Title: Re: Test Realm Patch 05/14/2010
Post by: Kail on May 17, 2010, 12:36:37 PM
Tanks are frequently useless late game, this is just making sure they are always useless late game.

They're still good for initiating late game (in my bracket, anyway), it's just that they can't soak up punishment like they can early on.  Blitz and Alistar are still decent initiators.  Rammus and Shen, less so.


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 17, 2010, 01:13:01 PM
Quote
So I'm confused, Teemo's passive is now one of Twitch's abilities?

Teemo can't move when invis. This will wreck early lane though.


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 17, 2010, 01:14:05 PM
Shen and Rammus are fantastic initiators. Taunt is still monstrous and Shen is still a beast after this patch. He needs a god damn nerf.


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on May 17, 2010, 01:27:26 PM
Taunt is an ability I have lots of fun with. Basically an FU to the other player as I make them dance to my tune.


Title: Re: Test Realm Patch 05/14/2010
Post by: Kail on May 17, 2010, 01:28:08 PM
Shen and Rammus are fantastic initiators. Taunt is still monstrous and Shen is still a beast after this patch. He needs a god damn nerf.

Taunt, in my experience, is generally worse than a stun, especially if you're trying to neutralize a physical carry.  The main difference is that if a tank uses taunt, the tank takes damage, where if a tank uses a stun, nobody takes damage.  Though I forgot about Powerball, so I guess I'm wrong anyway.

I'm kind of curious as to how Shen initiates, though?  As far as I know, he's only got one closing move, his dash, and if he uses it to get to the enemy, he's got nothing to do when he gets there (feint maybe, if they're stupid enough to try to focus the tank).  Otherwise, he's got to stroll right up to the enemy group, which doesn't make him seem like much of an initiator to me.

P.S. is something screwy with the servers again?  I've been in queue for ten minutes, requeued, and am sitting at 5 min and counting.  


Title: Re: Test Realm Patch 05/14/2010
Post by: Prospero on May 17, 2010, 01:28:36 PM
I must be super low ELO or something; in most games I play carries rarely follow in when I initiate. Mind you sometimes I init at the wrong time, and that's my fault, but plenty of times I execute a perfect flash/stun/headbutt and then watch my team tickle the bastard while I get nuked to hamburger.


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on May 17, 2010, 01:31:05 PM
I've had many an encounter go bad where I use clever tactics to catch or otherwise lock down an opponent and my DPS at that moment decided to run off.


Title: Re: Test Realm Patch 05/14/2010
Post by: Tsalrioth on May 17, 2010, 01:33:52 PM
Tanks are frequently useless late game, this is just making sure they are always useless late game.

I'm starting to see more and more tank heavy teams.  There actually getting to be pretty nasty, as they can get to pretty hard to kill and still doing a ton of damage.  The tanks like singe and Shen also do crazy burst early game, so I think there pretty viable. 


Title: Re: Test Realm Patch 05/14/2010
Post by: Thrawn on May 17, 2010, 01:34:28 PM
Its not just low ELO (although I'm not exactly high myself).  You just get teams sometimes that won't commit to a fight.  Just yesterday I played Shen in a game.  They are 5 pushing a tower and we are 5 defending it.  Their Ashe wanders a bit too close and I manage taunt her expecting an easy quick kill and good fight initiation.  Nope, you guessed it, my team pretty much backed off and left me to die only to later complain about me "suicidng into fights and losing the game for us". I really need to find a new game to throw myself into so I can uninstall LoL...


Title: Re: Test Realm Patch 05/14/2010
Post by: Prospero on May 17, 2010, 01:36:47 PM
I'm starting to see more and more tank heavy teams.  There actually getting to be pretty nasty, as they can get to pretty hard to kill and still doing a ton of damage.  The tanks like singe and Shen also do crazy burst early game, so I think there pretty viable. 

Yeah, building tanks as carries seems to be the way to go. I play Singed that way. It just makes me sad because I love to play Alistar, and he does not build into a carry well. Or at all.


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on May 17, 2010, 01:39:52 PM
Is there an informative article about what a carry is and their properties I can reference?


Title: Re: Test Realm Patch 05/14/2010
Post by: Kail on May 17, 2010, 01:40:23 PM
So I'm confused, Teemo's passive is now one of Twitch's abilities?

Makes up for one of Teemo's abilities being Twitch's passive ;)


Title: Re: Test Realm Patch 05/14/2010
Post by: Prospero on May 17, 2010, 01:42:07 PM
carry: character that has to be carried through the beginning game until they ramp up in power at which point they then carry their team


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on May 17, 2010, 01:45:59 PM
*looks up heroes under "Carry" on Leaguecraft*

Yes, yes that would be correct. Too bad on my last game that Tryndamere built himself up as a tank.


Title: Re: Test Realm Patch 05/14/2010
Post by: Kail on May 17, 2010, 02:34:33 PM
Too bad on my last game that Tryndamere built himself up as a tank.

Sometimes they have to.  Especially if there isn't a real tank, or another melee DPS, Trynd tends to get focused into the ground.  Since none of his abilities scale with damage (except Bloodlust's crit component), and he's kinda sorta got tanky skills (spinning blade to initiate, mocking shout to CC, undying rage to stay alive) he kind of works okay as a crappy tank if you don't have a better one.  At least, he's not as bad as, say, tank Yi.

Aaaaand, servers are down again.


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on May 17, 2010, 02:40:10 PM
It was mentioned since HoN went paid, all their free players are on LoL's side now.


Title: Re: Test Realm Patch 05/14/2010
Post by: Kail on May 18, 2010, 07:21:30 PM
Pricing scheme is starting to bug me.

New TF skin today, and it's on sale.  Hey, cool!  Login, check the price on this new skin.  Something like 1.3k RP.  Whatthefuck.  That's almost $10 worth of RP.  For one skin.  That's on sale.

I mean, I was kind of surprised when Kennen was 6k IP, and really kind of baffled when Garen was 3k, considering his difficulty.  But seriously, how the fuck do they price this stuff?  It makes no sense.


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 18, 2010, 07:23:34 PM
Quote
New TF skin today, and it's on sale.  Hey, cool!  Login, check the price on this new skin.  Something like 1.3k RP.  Whatthefuck.  That's almost $10 worth of RP.  For one skin.  That's on sale.

I bought it.

Also, Garen is easier to play well than Kennen. Playing a mediocre Kennen is super easy though.


Title: Re: Test Realm Patch 05/14/2010
Post by: Kail on May 18, 2010, 09:00:38 PM
Also, Garen is easier to play well than Kennen.

Yeah, I was thinking of their statement on the podcast when a dev said something like "he's basically the Ashe of melee" which I guess must be some obscure slang form of "He'll be almost ten times as expensive".


Title: Re: Test Realm Patch 05/14/2010
Post by: Dtrain on May 19, 2010, 08:59:57 AM
I went 5/2/26 with Rammus this morning. I am a little worried about the penetration changes.

Can someone explain how penetration currently works/used to work?


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 19, 2010, 09:00:36 AM
Also, Garen is easier to play well than Kennen.
Yeah, I was thinking of their statement on the podcast when a dev said something like "he's basically the Ashe of melee" which I guess must be some obscure slang form of "He'll be almost ten times as expensive".
No, it's obscure slang for "retards can play him." Ashe is considered the easiest champion to play (and she is).


Title: Re: Test Realm Patch 05/14/2010
Post by: Prospero on May 19, 2010, 09:11:33 AM
They shitcanned the penetration changes.


Title: Re: Test Realm Patch 05/14/2010
Post by: Dtrain on May 19, 2010, 09:34:11 AM
They shitcanned the penetration changes.

OIC - then I'll just keep rolling along on my way. ZZzzzzzzzzip.

I love that Rammus son of a bitch, by the way. I don't need to get all the kills, having 20+ assists in a match is more than enough for me to know that I pulled my weight. Flash past the tank, or roll in on the carries from the side, and it's instant pandemonium. People on fire, earthquakes, I don't even know how our Master Yi  killed that guy so fast, Teemo thinks he can stop and light me up while I work on Ashe, and suddenly he's just the next target. YOU SHOULD HAVE RUN, YOU LITTLE MUSHROOM TURD! And aside from all that, he wrecks towers so damn fast.

All hubris aside, I do tend to spend too much of my time defending against my tower in the early lanes, but that may have something to do with my partners as well. I'm starting to figure out that 70% of doing well in this game is finding a group of like minded individuals who you can rely on.


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 19, 2010, 09:39:43 AM
They shitcanned the penetration changes.
Feh.


Title: Re: Test Realm Patch 05/14/2010
Post by: Kail on May 19, 2010, 07:28:16 PM
Anyone know what the green monstery thing here (http://www.leagueoflegends.com/board/attachment.php?attachmentid=30584&d=1274311149) is?  Not one of his void spawn things (http://www.leagueoflegends.com/board/attachment.php?attachmentid=30583&d=1274311145), I think, I haven't seen it before.


Title: Re: Test Realm Patch 05/14/2010
Post by: schild on May 19, 2010, 08:50:02 PM
I haven't the slightest clue what that is. Looks like part of Twisted Treeline or a new level, same organic design. Other than the turret sticking out of his mouth - obviously. Or they're working on another pet class just to annoy Heimer players.


Title: Re: Test Realm Patch 05/14/2010
Post by: tazelbain on May 25, 2010, 03:28:17 PM
I know you are all dying to hear about my love/hate affair with LoL.  After failing hard with Nid, Cho and Ezeal,  I have finally turned the corner on Corki.  Of course, my ELO is complete shit now after dropping from +20 to -4 wins to loses.  I would have used practice games but I never seem to get any actual practice in those games.

I thinking about branching into melees, Garren is the easiest?


Title: Re: Test Realm Patch 05/14/2010
Post by: Thrawn on May 25, 2010, 04:48:50 PM
I know you are all dying to hear about my love/hate affair with LoL.  After failing hard with Nid, Cho and Ezeal,  I have finally turned the corner on Corki.  Of course, my ELO is complete shit now after dropping from +20 to -4 wins to loses.  I would have used practice games but I never seem to get any actual practice in those games.

I thinking about branching into melees, Garren is the easiest?

Depends, if you are looking to play a GOOD melee champion you pretty much play Jax or you don't play melee.  As a whole melee champions are fairly weak in the game currently because it's almost always better to do just as much damage at range with a ranged or magic carry.

Garen is not a good one to learn as he's pretty bad right now.  Nasus can be good and he can be played melee and Poppy/Udyr/Warwick can all do ok as well.


Title: Re: Test Realm Patch 05/14/2010
Post by: Hoax on May 25, 2010, 04:58:19 PM
You will hate LoL until you find a champ you can play well.  If you can play Corki well you really should be able to handle Nid and Ez in terms of mindset and since Corki spams skill shot I really can't see what the problem is w/ Ez, Nid requires a bit more key spam and some muscle memory I guess.

If you are switching to melee and you've been playing carries I'll keep suggesting carries also I'm assuming you don't own all the champs.

That said for solo queue carry taking ip cost into account:

1350 ip and lower:
Poppy
Trynd
Yi

3k ip:
JAX
Shaco
Katarina
Warwick
Udyr
MordK
Pantheon
Garen
Gragas

Really just buy Jax and thank me later, anything less isn't worth talking about.


Title: Re: Test Realm Patch 05/14/2010
Post by: Dtrain on May 25, 2010, 07:56:25 PM
Rammus is a beast in the 3k range (I figure tanks are on the table if Poppy has been suggested.) He can hold a tower pretty well, even if it's just by the pure bluster of rolling around looking like you're going for a hit. A couple of seconds can sometimes mean the difference between losing the tower and getting 2 kills. He's deadliest on tower defense when his taunt has gotten a few levels in it and you can pull an enemy deep (Of course let them hit you once within tower range,) and do as many of the following as necessary:
1) Pop him with the ball
2) Turn on tremmors and walk infront of their path of escape
3) Taunt again???? (of course his mana does give out eventually.)
4) And maybe put up your shield if you really really need it

Tremmors puts a hurt on any tower - even at level 6 you can get a tower halfway down if you're allowed to sit on it with tremmors up. And the thing has about a 50-60 second refresh time. Of course the recurring problem of mana rears it's ugly head again.

You can adapt any of the tower defending strategies you used to group fights as well, and add onto that some stupid flash tricks:
Taunt Ashe or Teemo and flash back to your team.
Flash past the tanks and taunt a melee dps.
Start rolling behind a wall of creeps and flash onto the enemy (this is primarily for the lulz.)

And of course the rolling ball is just great on it's own to engage or run down a fleeing enemy. Just don't neglect the shield - which is at least as valuable as any of the other skills.

There are a few neat things you can do with him as far as builds, but stick to a standard tank build at least at first.


Title: Re: Test Realm Patch 05/14/2010
Post by: tazelbain on June 22, 2010, 02:24:59 PM
So I am back at +4 after bottoming at -7.  Now I am back to Teemo and do alright with Corki as my secondary.  Lately I feel that a significant number of my loses are because my side has no tank so I am trying to learn Rammus.  The problem for me is skills that you need to target and have a short range. In frenzy of battle, the window to activate these skills is often much shorter than I can react.  After playing against some good Ezeals, I can see why I was no good at him.  He requires too much twitch for me. 


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on June 22, 2010, 02:47:32 PM
Success with Rammus is very dependent on your team following your lead and you doing your best to keep pace with other heroes on the XP curve. I am always one or two levels behind the general pack if we're not dominating because we'll get into small skirmishes that drain my health and force me back to fountain.

If everyone is the same skill level there's still a lot of combinations that are a big "Fuck you!" to your team, especially Rammus.

Pretty much any hero with a spam-friendly ranged ability will shut down Rammus in the lane phase if they are smart about it and you are laning with someone else who is melee and cannot do ranged attacks.


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on June 24, 2010, 08:59:34 PM
Servers are *hammered* by the new patch. Apparently so many good changes going in has everyone playing and Riot can't handle the load.


Title: Re: Test Realm Patch 05/14/2010
Post by: Thrawn on June 25, 2010, 07:01:06 AM
The Ashe volley nerf hurts a little (after playing Ashe last night it is a nerf I decided), but her new free clairvoyance skill is awwwwsooommee.  Free cast to check and brush I want or any buff/dragon/Baron I'm near and then be able to arrow initiate on any poor soul I reveal? Yes please!

Haven't seen/played the new champ enough with the servers down to have a solid opinion yet.  Seems like he could be very good and his passive is better then I expected.  I want to try him again and rush Bloodrazor, could be very very broken depending how it stacks with his W.

Laned with a Viegar last night, his ult does a lot less damage in most cases it seems.  But the buffs all round otherwise seemed to make him much more viable in team fights instead of just blowing his wad then running away.  He was making lots of crazy escape catches and stuns with the increased range on even horizon.  He could just catch their Hiemer way behind turret with a stun, walk up and blow him up in one round of spells then run off.


Title: Re: Test Realm Patch 05/14/2010
Post by: LK on June 25, 2010, 04:11:43 PM
I haven't touched Kog'maw but there's a lot of  :heart: for Kog'maw because of how awesome he is (and appears to be super OP, unsure of this).


Title: Re: Test Realm Patch 05/14/2010
Post by: DLRiley on June 25, 2010, 07:28:59 PM
I haven't touched Kog'maw but there's a lot of  :heart: for Kog'maw because of how awesome he is (and appears to be super OP, unsure of this).

don't know where you get that from.


Title: Re: Test Realm Patch 05/14/2010
Post by: tazelbain on July 04, 2010, 09:20:37 PM
I like Rammus a lot but his early game is total ass. 



Title: Re: Test Realm Patch 05/14/2010
Post by: Dtrain on July 05, 2010, 12:48:22 AM
I like Rammus a lot but his early game is total ass. 



Especially so if laned against some heavy hitting ranged attackers w/ a poor lane partner.