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f13.net  |  f13.net General Forums  |  PC/Console Gaming  |  League of Legends  |  Topic: Season 3 Changes 0 Members and 1 Guest are viewing this topic.
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Author Topic: Season 3 Changes  (Read 20697 times)
Goumindong
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on: November 15, 2012, 10:00:56 PM

Are ridiculous:

Surge and Promote are gone, Barrier is in. Boots get tier 3 upgrades. Base Move Speed values upped by 25, all boots lose 25 MS

HoG is gone. More stuff builds from Kage's Lucky Pick

Attack speed items more expensive. Attack damage items cheaper.

Phantom Dancer has less MS and AS, now ignores unit collision

Warden Mail/Randuin Omen always proc

Tear of the Goddess became redonk: Charges whenever you use mana so singed charges it by running around with his posion on, and Ashe charges it by shooting frost arrows. If fully charged and upgraded to Manamune/AA staff item transforms again into even better item with super awesome active. Manamune becomes Muramana and has a toggle that adds a % damage bonus to your single target spells and auto attacks. Archangel Staff gains a % mana shield as an active.

Sword of the Divine is back
Summary: Press Button-> Win game (100% attack speed, 100% crit for 4 seconds or 3 crits on 25 second cooldown)



http://na.leagueoflegends.com/board/showthread.php?p=31443382#31443382
MrHat
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Out of the frying pan, into the fire.


Reply #1 on: November 16, 2012, 07:10:14 AM

Wow.

So many changes.
Rasix
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Reply #2 on: November 16, 2012, 10:05:13 AM

New jungle seems pretty rough.

Looks like they're drawing a lot of item design inspiration from DOTA.  No shocker, the item design there is a lot more interesting.

Still no BKB/zhonya's type item for AD melee characters.
« Last Edit: November 16, 2012, 10:07:20 AM by Rasix »

-Rasix
Azuredream
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Reply #3 on: November 16, 2012, 10:14:40 AM

I like that they're willing to make a bunch of changes. I haven't played in months but I'll be coming back whenever this patch hits.

The Lord of the Land approaches..
HaemishM
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Reply #4 on: November 16, 2012, 10:16:09 AM

Goddamn, that's a HUGE raft of changes. It's a whole different game. The jungle changes seem really fucking harsh and are probably going to restrict what champs can jungle again - which kind of goes against their last jungle revamp. Also seems like they really want to reduce the need for armor/magic resist and up the effectiveness of ArPen/MagPen. It does seem like they want a more DOTA style of items with more actives. Some of these look cool, like rechargeable items that have WARDS instead of having to buy wards. It'll definitely change the whole goddamn meta.

Rasix
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I am the harbinger of your doom!


Reply #5 on: November 16, 2012, 10:18:13 AM

It's like, they want more killing/action and then make a jungle change that makes it more passive.   Ohhhhh, I see.  I guess they're banking on mid game becoming a lot more active.

-Rasix
HaemishM
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Reply #6 on: November 16, 2012, 10:20:01 AM

Yeah, I think those jungle changes are meant to delay the gank cycle by about 2-3 levels. Also, I think jungling is going to SUCKKKKKKKKKKKKKK IT except for a few of the better junglers. I'm trying to think what this would mean for Mundo. Killing the stacking bonuses on Warmog's is really going to hurt my build.

ezrast
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Reply #7 on: November 16, 2012, 10:43:05 PM

When the S2 jungle hit a lot of people complained about having no downtime from the quick jungle respawns and being forced to give up a lot of farm if you ever wanted to gank or invade. While opening the jungle up to champs without A-tier sustain was good, there was too much emphasis on farming that never rewarded you with as much gold as a solo lane.

I for one never enjoyed the S2 jungle and if this brings back Rammus and/or Trundle I will be a happy man.
Typhon
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Reply #8 on: November 17, 2012, 08:34:12 AM

Shop changes look great.  Sooo tired of the crappy shop.
Hayduke
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Reply #9 on: November 22, 2012, 10:21:13 AM

Though I played mostly jungle in season one and two I never really had a problem with it in either.  I'm not sure what Riot's obsession is with fixing what's not broken.

The two broken roles throughout season two seems to me to have been support and top lane.  Looks like they're giving support some love with new items and passive gold gain, but that probably won't be enough.  But I don't know how they plan to fix top lane.
Xuri
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Reply #10 on: November 22, 2012, 10:50:53 AM

Aww, Promote is being removed? But I like Promote.... Sad Panda Useless, but fun for trolling team-mates with ^^

-= Ho Eyo He Hum =-
Rasix
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I am the harbinger of your doom!


Reply #11 on: November 22, 2012, 10:55:02 AM

There's an item now you can build that does promote.

Quote
Banner of Command

    Siege Mage Item
    Recipe: Blasting Wand + Emblem of Valor
    Unique Aura: Grants health regeneration to nearby allies
    Unique Aura: Grants % damage to nearby minions.
    Active: Promotes a nearby siege minion to a super minion. You get all the gold from this minion's kills - 120 second cooldown.

-Rasix
HaemishM
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Reply #12 on: November 23, 2012, 02:50:26 PM

The two broken roles throughout season two seems to me to have been support and top lane.  Looks like they're giving support some love with new items and passive gold gain, but that probably won't be enough.  But I don't know how they plan to fix top lane.

I think the jungle "fixes" are meant to fix top lane by making early ganks happen a LOT less or at least be more risky.

luckton
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Reply #13 on: November 24, 2012, 09:04:55 AM


I think the jungle "fixes" are meant to fix top lane by making early ganks happen a LOT less or at least be more risky.

I for one am all for this  Oh ho ho ho. Reallllly?

"Those lights, combined with the polygamous Nazi mushrooms, will mess you up."

"Tuning me out doesn't magically change the design or implementation of said design. Though, that'd be neat if it did." -schild
Goumindong
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Reply #14 on: December 03, 2012, 08:12:01 PM

Its live as of tonights patch:

I for on welcome our new AP teemo overlords

http://competitive.euw.leagueoflegends.com/preseason/intro
HaemishM
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Reply #15 on: December 04, 2012, 12:33:11 PM

Just did a blind game using Skarner for jungling to see the new changes. It helped greatly that the other team's Teemo left after level 5 and their Cait was utter crap.

The jungle camps are definitely tougher to start out, but I used one of the new jungle items, Hunter's Machete. That offset the increased HP nicely. The nerf to Warmog's is pretty damn big for tanky types. The new store is a bit confusing at first but I'll get used to it. The shrunken UI is REALLY shrunken. The minimap might be a bit too small especially when you have UI scaled down. The masteries are going to take some serious study as there are a few things moved about and a lot of nice additions. The utility one that gives you 50 gold to start instead of what it was before is pretty big for supports, as are the multiple defensive masteries that let you reduce CC duration AND stacks with tenacity items.

Der Helm
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Reply #16 on: December 04, 2012, 01:24:17 PM

I for on welcome our new AP teemo overlords
Took Cotton Tail Teemo out for a spin. He still IS good, what changed that made him better ?

"I've been done enough around here..."- Signe
Ashamanchill
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Reply #17 on: December 04, 2012, 04:51:24 PM

I tried this at lunch today, can't comment on the balance changes aside from the fact that I noticed almost no difference in my jungle run as hecarim (yeah got the new machete), but my god is the new UI ugly. It feels like they are trying too hard. I know it sounds weird, but that was the vibe I got from it.

A poster signed by Richard Garriot, Brad McQuaid, Marc Jacobs and SmerricK Dart.  Of course it would arrive a couple years late, missing letters and a picture but it would be epic none the less. -Tmon
Goumindong
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Reply #18 on: December 04, 2012, 05:10:45 PM

I for on welcome our new AP teemo overlords
Took Cotton Tail Teemo out for a spin. He still IS good, what changed that made him better ?

Well a few months ago he got a buff to his e. Previously it was .15 AP/second and the first tick was .15AP. For a total of .7 AP

Then they made it .4AP initial and .1 AP/second for a total of .8 AP.

This made AP teemo pretty good.

In season three there is a new mastery that adds .05 AP scaling to auto attacks.

They changed malady, instead of adding 20 damage it adds 15+.1 AP to auto attacks.

So previously AP Teemo would get Nashor's and hit for .4 AP on his auto attacks.

Now get gets Malady(less shrooms though) and hits for .55 AP on his auto attacks.

And he can get hurricane to spread his posion around and make it an effective AoE.

This should make AP teemo a terror of terrors.
Kail
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Reply #19 on: December 04, 2012, 05:33:36 PM

Just took this for a spin last weekend for the first time in something like a year, and was totally lost with all the changes that had occurred.  Tried again today, and the new store helps immensely.  Liking the new UI, too, everything seems a lot clearer, especially the way you can tell how many ranks a skill has without mousing over it now.  Though I didn't realize you could enchant boots until my last game, heh.
HaemishM
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Reply #20 on: December 05, 2012, 08:59:55 AM

I looked at the enchant boots and didn't really see anything I HAD to have. They were a bit pricey for what you got.

Goumindong
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Reply #21 on: December 05, 2012, 09:15:00 AM

I looked at the enchant boots and didn't really see anything I HAD to have. They were a bit pricey for what you got.

There are a couple of really good things in there.

Supports can give their ADC +8% movement speed via the captain enchantment. This is a larger buff than the new Phantom Dancer or Static Shiv.

Bruisers and ADC's can buy +12% movement speed via the furor enchantment.

Homeguard will make returning to base to refit faster and make defending your nexus a lot easier.
statisticalfool
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Reply #22 on: December 05, 2012, 12:03:31 PM

After a bunch of PBE play, and last night, the jungle changes need to be taken as a whole:

I think the pool of available champs will actually widen a bit, once the first wave of hotfixes is done: before, there was a strong demand that you be able to clear fast, and able to apply lane pressure immediately. But the ability for the jungler to gank before 2 minutes with little penalty is gone. So, champs that can make it past their first clear or two, even if they're not in good shape to gank, will be better.

In addition, the impact of sightstone/oracle's nerf cannot be overstated. It is easy and profitable to ward your lane thoroughly, and you're never going to see a 7-minute oracles anymore. You'd think this would make things more passive. It doesn't. It is a lot easier now to be aggressive in lane, and know that the odds of a gank are minimal.  (Note, this boosts the ability of ward-ignoring gankers, like Noct, Rammus, Eve, Hecarim)

On the downside, jungling is a bit more boring. But I think top is a lot less toxic.



PS: also, support, a lot more fun! <3

statisticalfool
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Reply #23 on: December 05, 2012, 12:09:23 PM

Also, yeah, machete is essentially mandatory. But it builds into such nice things. And that one of them has tenacity frees up your boot slot.

My jungle skarner is:

Machete + 5pots, Tabi/Spirit Stone, Sheen/Glacial Shroud/Tank Stone in a flexible order based on how the game is going. Frozen Fist is a flat out lovely item: it's good AOE damage + moar slows, it makes your wave clear crazy.
HaemishM
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Reply #24 on: December 05, 2012, 12:25:53 PM

Just got done with a blind game as Graves. Really good game that I started out really badly against a Leona/Teemo combo and ended up just melting people. Ranged AD carries got some SERIOUSLY OP new items. Statik Shiv - adds attack speed, movement speed and crit strike chance - and moving and attacking builds up to 100 charges. When you have 100 charges, it fires off a burst of lightning that hits up to 4 targets with magic damage (think it was up to about 143 on my Graves). Just destroys waves of minions late game. Add that to an Inifity Edge, then add a Runaan's Hurricane - 70% attack speed and every basic attack fires a bolt that hits 2 additional targets for physical damage equal to 10+50% of your attack damage. And for your lifesteal item, build from Vampire scepter (cost 2x as much but adds 10 AD as well as lifesteal) to Blade of the Ruined King. This thing has a passive lifesteal - takes 4% of the target's current health and returns half of it as lifesteal health. Then it has an active that does some obscene percentage of the target's current health and returns it to you - OH and it slows them as well.

These items will be nerf-fucked soon. An AS/Crit AD carry like Graves can just absolutely DESTROY with that combo. I didn't even think to upgrade my boots.

statisticalfool
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Reply #25 on: December 05, 2012, 12:38:30 PM

I think what it is is just that there's a lot more options for ranged AD carries now: IE/BT/PD/(LW|BC) is still the king of single-target damage, but now there are a lot more paths for doing aoe damage.

But if you end up 1v1ing their IE/BT/PD/LW carry with a ie/runnan/botrk/shiv, it's not even going to be close.

It's definitely nice diversity.
Goumindong
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Reply #26 on: December 05, 2012, 10:58:53 PM

There is still an optimal build, it just depends on the carry.

Carries that don't have hurricane synergy* maximize by purchasing BT(or IE) then Sword of the Divine, then Last Whisper.

Final ideal build depends on the enemy team, but will look like... BT,SotD,LW + choose ONE (Zephyr+GA or Mecurial Scimitar+ Free Slot)

*Examples:

The extra hits from the hurricane proc graves's reset on his e, allowing him to reset his e in three attacks. Never run out of dashes.

Caitlyn gains headshot stacks on the hurricane side damage, giving her a headshot up to once every 2 attacks. Yea for bonus damage!

Kog'Maw/Varus/twitch apply their on-hit bonus damage to all three targets. (and then they can proc all their abilities that use them on everyone!)

---------

Other examples of differences: Corki can now build Black Cleaver extremely efficiently. Ezreal can now start manamune**

Statik Shiv isn't that good, its OK as a second AS item but... Hurricane is better for pushing and probably team fights

**Also hilarious on Ryze
statisticalfool
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Reply #27 on: December 06, 2012, 09:18:45 AM

Yeah, it may still settle out into optimal builds, but I'm at least hopeful there's more diversity.

SotD? I'm not an ADC specialist, but I'm dubious about it, especially as an early item.. 2200g for 45% AS is really bad, and it gives absolutely 0 stats when on cooldown. I mean, you can imagine the situations where it works and melts somebody, and yay, but if the fight isn't over? You're an ADC who is a full item behind your counterpart.

Maybe it's a good snowbally item if you get ahead, to keep on killing folks?


« Last Edit: December 06, 2012, 09:26:00 AM by statisticalfool »
HaemishM
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Reply #28 on: December 06, 2012, 09:37:16 AM

Sword of the Divine looks like an item I would NEVER USE. Use it, kill one person, then lose 45% attack speed for 60 seconds? No thank you. Add in the fact that I tend to FORGET to use item activations way too often and it would be a waste of money for me.

Lakov_Sanite
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Reply #29 on: December 06, 2012, 10:37:52 AM

been playing some hurricane ap teemo. it's a little rough build in early/mid game because your single target damage suffers until you can really get more items but you will push lanes like a motherfucker and in team fights, providing you are getting focused your damage is through the rough.  Getting that poison on two extra champs is goddamn ridiculous.

~a horrific, dark simulacrum that glares balefully at us, with evil intent.
ezrast
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Reply #30 on: December 06, 2012, 10:42:32 AM

My beautiful, underrated AS Kayle build got nerfed into the fucking ground. Really disheartening to suddenly do so poorly with the playstyle I put so much time into honing. I am an unhappy panda. At least now I have motivation to finish the new version of my theorycrafting application so I can come up with something equally weird.
statisticalfool
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Reply #31 on: December 06, 2012, 10:52:49 AM

been playing some hurricane ap teemo. it's a little rough build in early/mid game because your single target damage suffers until you can really get more items but you will push lanes like a motherfucker and in team fights, providing you are getting focused your damage is through the rough.  Getting that poison on two extra champs is goddamn ridiculous.

teemo is just preposterous these days. he's going to get some serious nerfs.
HaemishM
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Reply #32 on: December 06, 2012, 10:54:30 AM

Yeah, Teemo pushed the ever living fuck out of me top lane the other night when I played Garen. And that was BEFORE the changes. Teemo with a Hurricane would be insane.

Lakov_Sanite
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Reply #33 on: December 06, 2012, 11:47:35 AM

My god, the typos in my last post.... ACK!

Anyways yeah, leaving teemo alone in any lane means you will lose towers fast. I doubt he will get a nerf but I see hurricane getting one, possibly a higher gold cost.

~a horrific, dark simulacrum that glares balefully at us, with evil intent.
HaemishM
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Prevent all damage that would be dealt to you and other troops you control.


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Reply #34 on: December 06, 2012, 12:16:02 PM

I think at the very least the 70% attack speed will get a drop down to something like 50-60%. It's just a crazy boost.

On another note, Diana is still a goddamn beast. Played her mid against a Xin who thought he could bully me. I only had 8 kills but I didn't die until at least 10 or 15 minutes in. My favorite moment was a team fight that left both teams bloodied. Shen and Xin had either died or fucked off, I was low on health and running back to base. The jungling Lee Sin was behind me, also on low health. He decides to chase me, thinking he can take me out. Hit R, zap him with a big hit, he still has life because of his defense ability, hit W BLAM does him damage and shields me, then hit R again to finish him off. The Xin on his team said in all chat "Why would you chase a Diana on low health?"

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