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Thread: LoL General Mk2 - My boots, they drop wards!

  1. #4281

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    http://na.leagueoflegends.com/board/...7#post26290987

    Xin rework/remake nearing completion. I can already feel the 900 elo tears.

  2. #4282

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    Quote Originally Posted by Omega Supreme View Post
    http://na.leagueoflegends.com/board/...7#post26290987

    Xin rework/remake nearing completion. I can already feel the 900 elo tears.
    about fucking time

  3. #4283

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    New favourite: Warwick

    Having an absolute blast with him, have purchased for later usage.

  4. #4284
    Venec's Avatar
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    Quote Originally Posted by Alex Caine View Post
    New favourite: Warwick

    Having an absolute blast with him, have purchased for later usage.
    You must buy the dress for him then.

  5. #4285

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    I may well do, as it is awesome.

  6. #4286

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    http://na.leagueoflegends.com/board/...85153#26585153

    Next champ is the plant mage, designed directly by Morello.

  7. #4287
    Venec's Avatar
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    Quote Originally Posted by Omega Supreme View Post
    http://na.leagueoflegends.com/board/...85153#26585153

    Next champ is the plant mage, designed directly by Morello.
    Idea seems decent. Rumor is she will have some unique gimmick.

  8. #4288

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    New Skins in the Store

    Full Metal Jayce


    League of Legends v1.0.0.142
    Ahri

    Fixed: Essence Theft will no longer occasionally allow Ahri to spell vamp off more than one spell
    Fixed: Spirit Rush's damage now matches the tooltip


    Akali

    Crescent Slash
    Energy cost reduced to 60/55/50/45/40 from 60 at all ranks
    Now activates Mark of the Assassin's secondary damage


    Alistar

    Trample
    Damage reduced to 7-24 from 10-27
    Triumphant Roar
    Mana cost increased at earlier ranked to 40/50/60/70/80 from 28/41/54/67/80


    Anivia

    Fixed: Assists are now properly granted when successfully reverting Anivia to her Rebirth egg form


    Ashe

    Fixed: Hawkshot now displays the correct buff icon


    Caitlyn

    Cast time of 90 Caliber Net has been reduced
    Ace in the Hole
    Range increased to 2000/2500/3000 from 1900/2050/2200
    Channel time reduced to 1 second from 1.25 seconds


    Darius

    Fixed: Noxian Guillotine's cooldown no longer refreshes upon killing Champion clones (e.g. Shaco's Hallucinate)


    Dr. Mundo

    Fixed: Burning Agony can now be turned off at low amounts of health
    Fixed: Masochism no longer stops Dr. Mundo from using additional attack animations


    Fiora

    Blade Waltz
    Cooldown reduced to 130/120/110 from 150/130/110


    Gragas

    Base Health increased to 523 from 493
    Armor per level increased to 3.6 from 2.7
    Body Slam
    Charge speed increased to 1050 at all ranks from 650/750/850/950/1050
    Mana cost reduced to 50 at all ranks from 50/55/60/65/70


    Janna

    Zephyr
    Passive Movement Speed reduced at earlier ranks to 4/7/10/13/16% from 8/10/12/14/16%
    Slow duration reduced to 3 seconds from 4 seconds
    Monsoon
    Cooldown increased at earlier ranks to 150/135/120 seconds from 120 seconds at all ranks


    Karthus

    Requiem
    Cooldown increased to 200/180/160 seconds from 180/150/120 seconds


    Kennen

    Attack Range reduced to 550 from 575
    Attack animations are now more responsive


    Kog'Maw

    Living Artillery
    Additional cost stack maximum increased to 10 from 5 (max Mana cost increased to 400 from 200)


    LeBlanc

    Sigil of Silence missile speed increased to 2000 from 1400
    Distortion
    Cooldown reduced to 18/16/14/12/10 seconds from 20/18/16/14/12
    Casting Mimic: Distortion no longer disables LeBlanc's ability to return to Distortion's origin point and vice versa


    Lux

    Base Mana Regen per 5 seconds increased to 6.6 from 5.6
    Light Binding
    Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120
    Finales Funkeln
    Mana cost reduced to 100 at all ranks from 100/150/200
    Cast range now displays on the mini-map


    Miss Fortune

    Double Up
    Range increased to better match her attack range
    Make It Rain
    Slow increased to 20/28/36/44/52% from 20/25/30/35/40%
    Mana cost reduced to 80 at all ranks from 80/85/90/95/100


    Morgana

    Fixed: Tormented Soil continues dealing damage if Morgana dies


    Nautilus

    Dredge Line
    Damage reduced at earlier ranks to 60/105/150/195/240 from 80/120/160/200/240
    Cooldown increased at earlier ranks to 18/16/14/12/10 seconds from 14/13/12/11/10 seconds
    Depth Charge
    Primary target damage reduced at earlier ranks to 200/325/450 from 250/350/450
    Cooldown increased at earlier ranks to 140/110/80 seconds from 120/100/80 seconds


    Nunu

    Visionary
    Attacks required to activate reduced to 5 from 7
    Consume
    Damage increased to 500/600/700/800/900 from 400/525/650/775/900
    Damage dealt to Dragon and Baron increased to 100% from 50%
    Cooldown reduced to 16/14/12/10/8 seconds from 18/16/14/12/10 seconds
    Absolute Zero
    Minimum damage if interrupted increased to 12.5% from 0%
    Maximum damage if interrupted increased to 87% from 70%


    Orianna

    Global spell cooldown reduced to 0.15 seconds from 0.5
    Clockwork Windup
    Base damage adjusted to 10-50 from 5-30
    Damage amplification per stack increased to 20% from 15%
    Maximum stacks reduced to 2 from 3
    Ability Power ratio reduced to 0.15 from 0.2
    Command: Attack
    Missile speed reduced to 1200 from 1275
    Cooldown reduced at later ranks to 6/5.25/4.5/3.75/3 seconds from 6/5.5/5/4.5/4 seconds
    Damage reduced to 60/90/120/150/180 from 60/100/140/180/220
    Ability Power ratio reduced to 0.4 from 0.6
    The Ball now responds faster to Dissonance and Shockwave commands
    Command: Dissonance Ability Power increased to 0.7 from 0.5
    Command: Protect
    Cast range increased by 100
    Ball leash range is increased by 100 when attached to an allied Champion
    The Ball will now respond faster to Dissonance and Shockwave commands
    Command: Shockwave
    Cast time increased to 0.5 seconds from 0.4
    Fixed: Shockwave no longer stuns units for longer than the duration of the movement
    If the Ball forcibly leashes back to Orianna, Command: Shockwave will go on a brief cooldown if it is ready


    Rammus

    Powerball
    Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
    Reduced the spell casting and movement delay after collision
    Defensive Ball Curl mana cost reduced to 40 from 50


    Sejuani

    Fixed: Sejuani's run animation now changes according to her movement speed


    Shen

    Stand United
    Cooldown increased to 200/180/160 seconds from 180/150/120 seconds


    Singed

    Singed now has new spell effects for all skins, with the exception of Riot Squad Singed which retains its unique Poison Trail spell effect


    Sona

    Hymn of Valor
    Mana cost reduced at earlier ranks to 45/50/55/60/65 from 65 at all ranks
    Champion prioritization range slightly increased to better match her attack range


    Soraka

    Astral Blessing
    Armor buff duration reduced to 3 seconds from 5 seconds
    Wish
    Cooldown increased to 160/145/130 seconds from 120/110/100


    Veigar

    Fixed: Veigar no longer gains Baleful Strike's Champion kill bonus when killing Champion clones (e.g. Shaco's Hallucinate)


    Xerath

    Locus of Power
    Magic Penetration bonus increased to 16/22/28/34/40% from 10/15/20/25/30%
    Mage Chains
    Missile speed increased to 2100 from 1700
    Ability Power ratio increased to 0.8 from 0.7


    Ziggs

    Bouncing Bomb
    Mana cost reduced to 50/60/70/80/90 from 60/70/80/90/100


    Zilean

    Fixed: Chrono Shift now grant assists even if the target does not revive


    Items

    Hovering over items with auras or actives now shows their effect radius
    Athene's Unholy Grail
    Ability Power increased to 90 from 80
    Magic Resist increased to 40 from 36
    Ionic Spark
    Combine gold cost reduced to 575 from 775 (total gold cost reduced to 2100 from 2300)
    Chain lightning damage increased to 125 from 110
    Quicksilver Sash
    Combine gold cost increased to 900 from 700
    Magic Resist reduced to 48 from 56
    Pickaxe, Cloth Armor, Dagger, and Null Magic Mantle now properly display missing item build paths


    Summoner Spells

    Ignite
    No longer useable on minions (still useable on jungle monsters)


    Co-op vs. AI

    Bots are now more likely to use abilities while retreating
    Bots now properly retreat in their base to the summoning platform instead of getting stuck between the nexus turrets
    Fixed: Bots no longer forget they are being chased
    Fixed: Malzahar Bot no longer occasionally cancels Nether Grasp
    Re-enabled Alistar Bot


    General

    Custom game bots now adjust to players' initial laning decisions before the first minion wave spawns
    Dragon and Baron kills will now have a chat message and kill callout if your team gets the kill or sees them die
    Spectators will now hear callouts indicating which team kills Dragon and Baron
    Updated tool tips for Caitlyn, Graves, Janna, Kog'maw, Soraka, and Vayne
    Champion-only targeting and pet control keys are now bindable
    The Proving Grounds
    Removed Nexus Turret health regeneration
    Death timer scaling adjusted to an additional second every 60 seconds after 24 minute from an additional second every 90 seconds after 24 minutes
    Fixed: The Improved Recall mastery no longer causes the recall sound to keep playing even after the player cancels the spell
    Fixed: Recall particles no longer appear on Champions as they come out of Fog-of-War
    Fixed a bug with Ezreal’s Mystic Shot range at different levels.
    Dominion Nexus Crystal now displays over the shrine in Dominion
    Fixed a bug where Twisted Fate’s Jack of Hearts name did not display properly during loading.
    Fixed a typo in the Air Client for Gangplank’s Raise Morale
    People complaining about the Orianna changes already.

  9. #4289

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    Removed Nexus Turret health regeneration
    What...?

  10. #4290
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    Why are ppl complaining about Orianna changes? I thought they were a good thing?

    Also, Ionic Spark still shit, c/d?

  11. #4291
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    Quote Originally Posted by Sudden View Post
    Why are ppl complaining about Orianna changes? I thought they were a good thing?

    Also, Ionic Spark still shit, c/d?
    From some theory crafting from reddit, it now gives more EHP than wits for cheaper against anything but double ap+ comps. Also more damage in any situation other than 1v1.

  12. #4292
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    Quote Originally Posted by Dan Pyre View Post
    Removed Nexus Turret health regeneration
    What...?
    The Proving Grounds. Guess they wanted those games to be even shorter with that and the death time change.


    Janna nerf

    MF buff

  13. #4293
    Marlona Sky's Avatar
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    Why do I get this feeling that Orionna will be in foreverbanhell after these changes? I'll just have to make sure I keep versed with her so in case she is not banned I can mid and own hard.



    Well at least try to...

    After watching the Jayce spotlight video he looks totally OP as fuck.

  14. #4294
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    Bot lane:
    Really like the changes. Cait and Mf buffs, sona buffs, soraka nerfs. All good for botlane balance.
    Janna passive nerf definitely good. Udyr and Janna on same team was fucking hilariously op early.

    Mid lane:
    Orianna probably overbuffed depending how responsive her ult will be. All that mattered before was timing it well as you knew it take like 0.5 to take use after casting. Good change to lower base dmg / ap ratio on Q but decrease cooldown, usually if you left ball behind you had to move it closer to you by shielding yourself or breaking leash, it's not going to be that painful to waste Q to move her closer to enemies now. She is still hard to play and she is still rewarding i just hope they didn't overdo her.
    Xerath changes needed but missed the point completely. He is still same with same problems. Lux probably better. Karthus nerf definitely good. Not sure about leblanc, didn't really played again her very much, usually just bought chalice / abysall to counter her early and she felt off too fast.

    Rest:
    Dunno or don't care. I think nunu jungle will be good again, same for small return of rammus. Naut nerfes well deserved and not overdone i think.
    Really like that akali's Q can be consumed by E. This is much more important that most people might realize. Usually to conserve your energy during chases and single target dps you used to: Throw Q, wait for his cd, jump with R, auto to consume Q and reapply Q while waiting for cd again. It was cause not consuming Q charges fucked up your energy so hard you wouldn't be able to cast anything. If you somehow had a lot energy during chase you could throw in one E possible but that's all. Lowering her E cost and letting you cast it during chase instantly (Q + fast E combo consuming it with higher range that auto) is awesome. Need to test it in game to check how much more dmg you can deal.

    Jayce looks ok if someone like this type of champion. I don't. He can do too many things meaning he is not best at any of it.

    Edit:
    Studio, 2000 elo player and one of best casters in the game did a 20 min video about patchnotes. This is probably not going to be a pro view, as tournament balance is different then solo queue balance in case of utilizing compositions not lone power of single champions, but he probably know enough for our level of play. https://www.youtube.com/watch?v=yhGdpxRrKLY
    Last edited by Voulture; July 7 2012 at 10:39:18 AM.

  15. #4295

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    Ok. I am getting better, and won 8/10 of my last games. Noob teams ofc, but feels good.

    However, I now have the noobest of noob questions.

    I know who goes top, mid and bot lanes, just because people have said it. But...why?

    What is so different about the top and bot lanes?

  16. #4296

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    Quote Originally Posted by Alex Caine View Post
    Ok. I am getting better, and won 8/10 of my last games. Noob teams ofc, but feels good.

    However, I now have the noobest of noob questions.

    I know who goes top, mid and bot lanes, just because people have said it. But...why?

    What is so different about the top and bot lanes?
    Dragon control.

  17. #4297
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    It's all about drake. Seriously, whole map design is because of having second low timer objective. By basic, if you want to utilize global xp and gold best you need 4 players in lanes and one in jungle. Its just most efficient as zoning is not existing. So now you have to decide who goes where to maintain a good team line up. You kinda want mixed dmg meaning ap carry + ad carry, you want support as someone who is not stealing gold from one lane while still not being useless. And you want control over fight meaning tanky bruiser or second ap champ with good aoe is a key. That leaves a champion in the jungle that need to do two things out of this three: clear jungle fast, help other lanes, not be useless later. Best junglers can do all 3 to some point. This is why tanky gankers are currently the fotm - mao, alistar, nautilius, shen and old good farm jungler fall behind a bit as they do not contribute to lanes early slowing team snowball powers.

    Ok, we alerady know who we need, now let's back to where to put them and why drake is so important. First of all, drake is too important in xp / gold wise meaning letting enemy team clear it for free is too risky. This way not only you want someone near to him who can ward and keep control but you want to be able to gather as many players there as soon as possible. This is why support needs to be near to drake meaning duo lane needs to be somewhere nearby. So, we got a 2-1-1 already fixed knowing that someone has to solo top. Now we got short midlane (distance between towers) with highest roam and gank and assist possibility, and we got two long lanes bot and top. Ad carries are the squishiest and easiest to gank early and they really rely on support helping them farm that they need so much. Having someone to ward constantly and sustain you in lane is vital. This is why support and ad carry goes bottom. They can farm freely, they are near to drake, and support is not wasted. Mid is most influental as long as global objectives are concerned. This is why ap carries usually are ale to roam or gank well as they got good burst and good cc. They can also sustain their laning easily even againt duo, especially if they got their blue buff. Shoving lanes / clearing lanes is the key - if you can farm whole lane in 2 sec with your abilities it doesn't matter who you face. You can do it anywhere and just gtfo of your lane in time. Last but not least - top lane. This is probably hardest lane in game and most snowballing one. This is why tanky champs with escapes go there as they are hardest to gank. Notice that if your jungler succesfuly kill enemy top lanes the gap is very high. Enemy jungler either have to come top and try to restore balance to save the difference or remain on rest of map trying to balance your jungler influence here, that he is able achive as top is already won by his gank.

    And that's pretty much it. Sorry for long post and bad grammar, i am in kinda rush here ;3

  18. #4298

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    Thats great, cheers! Being still pretty noob, and well away from ranked games etc, team tactics are....shaky, at best.
    Thats a good explanation.

  19. #4299
    Venec's Avatar
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    Jayce is fun, very versatile with good utility. You can build tanky while still having dmg.

  20. #4300
    Movember 2012 Zekk Pacus's Avatar
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    Translation YET ANOTHER TOP LANE BRUISER. But this one's different because he's melee and ranged! He's the new Kayle, except he's a bloke...

    he's Mayle.
    'I'm pro life. I'm a non-smoker. I'm a pro-life non-smoker. WOO, Let the party begin!'

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