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schild
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on: June 01, 2010, 02:05:30 PM

New Skins in the Store

    * Shadow Prince Malzahar
    * Vizier Malzahar
    * Viridian Kayle
    * Hextech Sion
    * Exiled Morgana


PVP.net v1.12.17

    * Report A Player: Added a new Report a Player function. Right clicking a player while in PVP.net Chat or the End of Game Screen will bring up an option to report the offending player. This will trigger a dialogue box where you can add in details and submit a report to the Riot Support Team.
    * Players ignored in PVP.net will now be correctly ignored while in game


League of Legends v1.0.0.86

Malzahar, The Prophet of the Void

    * Summon Voidling (Passive): after casting 5 spells, Malzahar 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: Malzahar 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: Malzahar creates a zone which deals the greater between a flat damage and a % of the target's max health
    * Malefic Visions: Malzahar infects his target's mind with cruel 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 Malzahar
    * Nether Grasp: Malzahar 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


Annie

    * Fixed a bug where using Molten Shield after respawning would not trigger the Pyromania counter


Blitzcrank

    * Power Fist: removed the slow particle from the affected target
    * Static Field's tooltip now shows the bonus damage based on the Blitzcrank's Ability Power


Cho'Gath

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


Gangplank

    * Parley gold gain increased to 4/7/10/13/16 from 3/5/7/9/11


Gragas

    * Body Slam now has an Ability Power ratio of .5
    * Fixed a bug where Body Slam will collide with Singed's Poison Trail


Janna

    * Base damage increased to 49 from 46
    * Fixed a bug with Howling Gale that was causing inconsistent damage.
    * Decreased the collision width of Howling Gale
    * Eye of the Storm
          o Ability Power ratio increased to .9 from .8
          o Base Shield amount decreased to 80/120/160/200/240from 100/150/200/250/300
          o Damage buff changed to 14/23/32/41/50 from 24/30/36/42/48


Karthus

    * Fixed a bug with the tooltip for Lay Waste to display the correct Ability Power coefficient


Master Yi

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


Mordekaiser

    * 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


Morgana

    * Soul Siphon (passive) now grants 15/25/35% Spell Vamp (as detailed below, works at 33% for Tormented Soil and Soul Shackles).
    * Soul Siphon no longer works with non-spell damage (Sunfire Cape, Thornmail, etc)


Nunu

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


Pantheon

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


Ryze

    * Base damage increased to 50 from 47
    * Armor increased to 11 from 10
    * Armor per level increased to 3.9 from 3.7
    * Spell Flux magic resistance debuff no longer stacks
    * Spell Flux magic resistance debuff increased to 15 from 12


Soraka

    * Wish Ability Power ratio reduced to 1.5 from 2


Taric

    * Dazzle minimum stun duration increased to 1.0 seconds from 0.5
    * Base damage increased to 58 from 56
    * Base damage per level increased to 3.5 from 3.3


Teemo

    * Camouflage
          o Fade time reduced to 3 seconds from 4
          o Fixed a bug in which sometimes the fade time would take too long
          o When Teemo breaks stealth, he now gains "Element of Surprise", increasing his attack speed by 40% for 3 seconds
    * Blinding Dart
          o Mana cost reduced to 70/80/90/100/110 from 70/85/100/115/130
          o Cooldown reduced to 10 from 12
          o 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
    * Move Quick movement speed buff decreased to 15/20/25/30/35% from 20/25/30/35/40%
    * Toxic Shot now applies the first application of damage immediately upon hitting the target
    * Toxic Shot poison duration reduced to 4 seconds from 5 (total number of applications remains at 5).
    * Noxious Trap fade time reduced to 1.5 from 2


Tristana

    * Fixed a bug with Explosive shot that was causing an extra tick of damage on impact
    * Updated several particles


Tryndamere

    * Bloodlust cooldown lowered to 14/13/12/11/10 from 18/16/14/12/10
    * Undying Rage is now castable while stunned or disabled


Twisted Fate

    * Fixed a bug with Destiny where Twisted Fate was able to continue channeling Destiny when stunned, taunted or feared


Twitch

    * Ambush stealth is now removed when you actually attack, rather than when you begin your attack animation.


Veigar

    * Primordial Burst now deals 75/150/225 bonus magical damage to Champions who do not use mana
    * Fixed a bug where Event Horizon's particle appears away from the spell effect when cast on an impassable location


Zilean

    * Timebomb Ability Power 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

    * Executioner's Calling activated effect now "Inflicts target enemy champion with Grievous Wound, causing 50% reduced healing for 8 seconds." 20 second cooldown.
    * Last Whisper bonus damage decreased to 10 from 20.
    * Haunting Guise
          o Ability Power increased to 25 from 20
          o Health increased to 200 from 180
          o Spell Vamp has been removed from this item
    * New Item: Bilgewater Cutlass
          o +25 Attack Damage
          o +12% Life Steal
          o UNIQUE Active: Deals 150 magic damage and slows the target champion by 50% for 3 seconds (300 range). 60 second cooldown.
    * New Item: Hextech Revolver
          o +40 Ability Power
          o +10% Spell Vamp
    * New Item: Hextech Gunblade
          o +45 Attack Damage
          o +55 Ability Power
          o +15% Life Steal
          o +12% Spell Vamp
          o UNIQUE Active: Deals 300 magic damage and slows the target champion by 50% for 3 seconds (700 range). 60 second cooldown.
    * New Item: Will of the Ancients
          o +40 Ability Power
          o UNIQUE Aura: Gives nearby allied Champions +30 Ability Power and 15% Spell Vamp.


Summoner Spells

    * Cleanse cooldown increased to 150 seconds from 120 seconds
    * Revive now gives greatly increased movement speed after use


General

    * Cooldown Timers: users can now show numerical counters on the HUD for cooldowns. There are several formatting options to choose from under the “More Interface” options menu in game.
    * Spell Vamp is now an official stat
          o Spell Vamp automatically works at 33% of the listed rate for multi-target spells
          o Single-target DOT spells (for example, Mordekaiser's Children of the Grave or Morgana's Dark Binding) that previously caused the minor slow effect on Rylai's Crystal Scepter, will grant 100% Spell Vamp (and continue to slow for the minor amount)
          o Reduced healing effects will not affect the new Spell Vamp (to make the behavior consistent with life steal and spell vamp). However, look for us to update this in the future This also means that Spirit Visage will not increase your spell vamp health restore.
    * 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
    * Flat Defense Penetration now applies before Percent Defense Penetration as opposed to after
    * Percent Defense Penetration now stacks multiplicativly
    * Right-clicking an allied portrait will no longer move you in the direction of your ally
    * Ignoring or muting a user will now also ignore their minimap pings
    * Users that are on your ignore list in PVP.net will now correctly be ignored while in game.
    * Brush on Twisted Treeline redesigned
    * The Reverse Law of Ninja Power has been changed to modify health, not damage
    * Lizard Elder is renamed Grez, The Lizard Lord on Twisted Treeline
    * Recommended items have been updated for all Champions
    * Fixed an error in the chat disconnect message
    * Fixed an issue where spell and item cooldown timers would get out of sync when the client is minimized
    * Fixed an issue where spell and item cooldown timers would lag behind the actual cooldown time
    * Fixed several client crashes
    * Fixed several server crashes


Audio

    * Ashe: fixed a bug causing the hit sound on Enchanted Crystal Arrow not to play
    * Kennen: added different hit sounds for basic attack on different materials
Thrawn
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Reply #1 on: June 01, 2010, 07:05:05 PM

After playing a game; don't like the new champ, an AP character without burst.  Two abilities that are DOTs (including the ult) means that the person with the dot on them still has the duration to try and kill you and your team.  His other two abilities require the person to be stunned or standing in place to be most effective.

I could be wrong, as I often am, but currently I'm going to bet on low tier.
« Last Edit: June 01, 2010, 07:34:48 PM by Thrawn »

"Sometimes I think the surest sign that intelligent life exists elsewhere in the Universe is that none of it has tried to contact us."
Kail
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Reply #2 on: June 01, 2010, 07:13:05 PM

Oh, hey, a new hero is introduced in the highest price bracket.  Again.  What a shocker.
schild
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Reply #3 on: June 01, 2010, 07:31:13 PM

Bought him, about to play him. Let's see how this goes.
LK
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Reply #4 on: June 01, 2010, 08:02:20 PM

I can't wait to play the new Rammus.  Heart

"Then there's the double-barreled shotgun from Doom 2 - no-one within your entire household could be of any doubt that it's been fired because it sounds like God slamming a door on his fingers." - Yahtzee Croshaw
Ragnoros
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Reply #5 on: June 01, 2010, 08:27:06 PM

Ashe changes didn't make it?

* Haunting Guise
          o Ability Power increased to 25 from 20
          o Health increased to 200 from 180
          o Spell Vamp has been removed from this item

Why would anyone ever buy this now, over say a Rod, or any other health + ap item with a passive?

* Fixed a bug with Destiny where Twisted Fate was able to continue channeling Destiny when stunned, taunted or feared
Nice to see his get out of jail free card getting removed fixed.

The new caster aura item looks nice, not that anyone plays casters in pubs.

* Flat Defense Penetration now applies before Percent Defense Penetration as opposed to after
Finally, I find this odd. After all the hullabaloo about the new armor pen changes destroying tanks viability they actually ended up nerfing armor pen's effectiveness on tanks. Strange, given that I had inferred from the changes they wanted armor pen to be MORE effective against tanks, not less.

Owls are an example of evolution showing off. -Shannow

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Astorax
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Reply #6 on: June 02, 2010, 12:29:25 AM

After playing a game; don't like the new champ, an AP character without burst.  Two abilities that are DOTs (including the ult) means that the person with the dot on them still has the duration to try and kill you and your team.  His other two abilities require the person to be stunned or standing in place to be most effective.

I could be wrong, as I often am, but currently I'm going to bet on low tier.

He does have some good burst...the combo is E/W/R...the amount of dmg your void pumps out while they're stunned in it is pretty impressive...the PROBLEM is that you're still squishy, and you have to stand there while you're stunning the bad dudes...which makes you a pretty badass assassin, but awful in team fights.

What you do in team fights is essentially hit their group with the AoE dmg/silence.  That's about it.  So I put him kinda on the same level as shaco, but doesn't scale as well.  I think they have some scaling to do with him to give him a bit more dmg on his Q ability and then he'll have some more team utility.
schild
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Reply #7 on: June 02, 2010, 05:22:43 AM

He seems like some bizarre support mage. He's not bad, E/W/R can be money. I'm mixed. His passive is fucking useless. His E/W combo is probably one of the most impressive farming abilities in the game since it's effectively +60 mana - whatever it cost to cast.

Q needs a buff, E should deal more burst. Mostly though, his ult is terribad. I think that's where he's a huge problem. I'd rather him shoot a giant netherball or something.

He's as well designed as Akali though. I like everything about him aesthetically.
« Last Edit: June 02, 2010, 05:24:25 AM by schild »
Astorax
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Reply #8 on: June 02, 2010, 08:44:40 AM

He seems like some bizarre support mage. He's not bad, E/W/R can be money. I'm mixed. His passive is fucking useless. His E/W combo is probably one of the most impressive farming abilities in the game since it's effectively +60 mana - whatever it cost to cast.

Q needs a buff, E should deal more burst. Mostly though, his ult is terribad. I think that's where he's a huge problem. I'd rather him shoot a giant netherball or something.

He's as well designed as Akali though. I like everything about him aesthetically.

Yeah, his passive is to aid in lane pushing basically...it gives you that extra creep the tower has to take down before it starts eating your face.  That's it...without control, they're useless as harass or anything like that.
Thrawn
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Reply #9 on: June 02, 2010, 09:57:47 AM

Even if it just attacked whatever you were attacking it would likely be a vast improvement.

"Sometimes I think the surest sign that intelligent life exists elsewhere in the Universe is that none of it has tried to contact us."
MrHat
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Out of the frying pan, into the fire.


Reply #10 on: June 02, 2010, 10:01:46 AM

He seems like some bizarre support mage. He's not bad, E/W/R can be money. I'm mixed. His passive is fucking useless. His E/W combo is probably one of the most impressive farming abilities in the game since it's effectively +60 mana - whatever it cost to cast.

Q needs a buff, E should deal more burst. Mostly though, his ult is terribad. I think that's where he's a huge problem. I'd rather him shoot a giant netherball or something.

He's as well designed as Akali though. I like everything about him aesthetically.

Yeah, his passive is to aid in lane pushing basically...it gives you that extra creep the tower has to take down before it starts eating your face.  That's it...without control, they're useless as harass or anything like that.

That's how I've used it the past few games, if I get a chance at a tower, I just mana dump some spells to get the extra tower DPS.  Seems to work.

Also, if you get focused you die.  But only if its' more than 2 guys.  The ult is awesome w/ ignite, you can cast ignite after you cast your ult.
MrHat
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Out of the frying pan, into the fire.


Reply #11 on: June 02, 2010, 02:57:07 PM

His minion need to do more than just spawn and die.  It needs to heal you whenever it attacks. 
Dtrain
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Reply #12 on: June 04, 2010, 11:04:00 AM

I can't wait to play the new Rammus.  Heart

Mostly he's still the same old Rammus - but that's a good thing, because he was pretty good to begin with.

I still feel a little mana starved, which is made worse by the higher mana cost in early ability levels. I'm thinking about swapping out one of my cool down quints for a mana regen quint. I don't want to do more than 1 mana regen quint though, because I can hang a little longer in the late game now.

I'm glad I don't have to be right up on a creep to hit it anymore, but I still stack a couple of sunfires when the game gets to the point where I may have to disrupt a few massive creep waves (and that's just win/win, because it adds to my armor and HP, while severely screwing with enemy champs when I'm in the middle of a big team battle.) And when it comes to enemy champs, I know my main strength isn't standard attacks.

But then, I've always been one of those who thought Rammus' passive supplimenting his standard attack was a bit of a waste. To contribute to my team, I rely mostly on:
-The length of Rammus' taunt
-The run down and snare ability of power ball
-The defensive stat boost of DBC
-The tower kill, anti-push and team battle applications of tremmors (++sunfire, OMG)

I don't usually rock the kill/death ratio (especially in the early game,) by my assists are through the roof, and I'm very confident initiating in a 5 on 5 and expecting to live.

So all in all, very minor, mostly positive changes to Rammus, IMO. Which I'm glad to say seems to be the rule for adjustments to established champions in LoL.
LK
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Reply #13 on: June 04, 2010, 11:32:10 AM

I faced a Ezrael + Soraka combo yesterday in my lane. I couldn't even get fucking close to them. I'm doing research on new builds and it seems like I could optimize my build order more in that situation.

But yeah, Rammus is very weak against ranged casters. No way to really build yourself up as a Magic Resist machine either since his passive increases damage with armor, not MR.

I like getting that boost in damage from armor, but if other teammates are weak in areas, any benefit to Rammus is a good one.

"Then there's the double-barreled shotgun from Doom 2 - no-one within your entire household could be of any doubt that it's been fired because it sounds like God slamming a door on his fingers." - Yahtzee Croshaw
Dtrain
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Reply #14 on: June 05, 2010, 12:20:28 AM

I feel for you there - high damage ranged characters are totally Rammus' nemesis in the early lanes. I've had the same experience with all manner of ranged combos - a Mundo and an Ashe nearly made me cry and quit the game for good once. I've stuffed the same combos as well - the difference is usually an attentive lane-mate who understands that fine point in the battle when it's time to go completely apeshit on one of the opponents. Of course that takes really good coordination, and I don't get that in even half the games I play. Sometimes I'm just forced to tower hug and wait for the enemy to do something dumb, get a gank set up from some other lane, or eventually lose the tower.

I fill all my glyphs with the scaling magic resist. Unless I'm facing a team that is nearly all magic it's enough to keep me alive and well.
LK
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Reply #15 on: June 05, 2010, 09:33:24 AM

I'm reading up on some new openers against that situation, but there's still the matter that they were able to destroy our tower without so much as any resistance from us. It was pretty sickening.

"Then there's the double-barreled shotgun from Doom 2 - no-one within your entire household could be of any doubt that it's been fired because it sounds like God slamming a door on his fingers." - Yahtzee Croshaw
MrHat
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Out of the frying pan, into the fire.


Reply #16 on: June 09, 2010, 06:58:46 AM

Guardian Angel works on Shaco's clones regardless of cooldown left on GA.

You can just keep using your ult, and you'll keep getting 2 of 'em.
LK
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Reply #17 on: June 09, 2010, 09:02:28 AM

Whee.

Also, seemed like Olaf was designed specifically to fuck Rammus over.

"Then there's the double-barreled shotgun from Doom 2 - no-one within your entire household could be of any doubt that it's been fired because it sounds like God slamming a door on his fingers." - Yahtzee Croshaw
Astorax
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Reply #18 on: June 09, 2010, 10:42:21 AM

Whee.

Also, seemed like Olaf was designed specifically to fuck Rammus over.

It's only fair, Rammus was designed to fuck every other melee hero in the ear.
tazelbain
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tazelbain


Reply #19 on: June 09, 2010, 02:21:52 PM

Is that the whole ignore armor thing?

"Me am play gods"
LK
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Reply #20 on: June 09, 2010, 02:27:31 PM

"True Damage" which ignores armor / magic resist. Essentially attacking your base HP. I can only think the best way to counter that is to stack lots and lots of HP instead of armor, but that gimps Rammus a bit as his role as a tank.

That might be the time to break out the 4-5 Sunfire strategy.

"Then there's the double-barreled shotgun from Doom 2 - no-one within your entire household could be of any doubt that it's been fired because it sounds like God slamming a door on his fingers." - Yahtzee Croshaw
schild
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Reply #21 on: June 10, 2010, 05:53:09 AM

"True Damage" which ignores armor / magic resist. Essentially attacking your base HP. I can only think the best way to counter that is to stack lots and lots of HP instead of armor, but that gimps Rammus a bit as his role as a tank.

That might be the time to break out the 4-5 Sunfire strategy.

I like Olaf and built him straight HP last time I played him, ended up somewhere around 4,000. Had I dropped an Atma's Impaler on him, with W, I'd have had over 400 attack.

He's a pretty neat hero.
Thrawn
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Reply #22 on: June 11, 2010, 08:40:42 AM

I like Olaf, but I've come to the personal opinion that he's bad.  Bad enough to be dodged if its a questionable team.  He's way to easy to just kite around and kill.  Most (all?) melee characters have a good stun or chasing ability.  Olaf just has a skill shot with a slow.

"Sometimes I think the surest sign that intelligent life exists elsewhere in the Universe is that none of it has tried to contact us."
MrHat
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Posts: 7432

Out of the frying pan, into the fire.


Reply #23 on: June 14, 2010, 01:23:28 PM

Not sure it was just this patch, but just got ROFLstomped by an invisible Udyr.

We had to run whenever we heard the bear, and it was too late in the game to stack sunfires.
Hoax
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l33t kiddie


Reply #24 on: June 14, 2010, 01:50:58 PM

Not sure it was just this patch, but just got ROFLstomped by an invisible Udyr.

We had to run whenever we heard the bear, and it was too late in the game to stack sunfires.

I have heard of this glitch one time but never seen it myself. I had assumed the guy was just full of shit.

A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation.
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