I'm level 15 with about 5500 IP. Do I go ahead and buy Karthus when I have the points, or save all of my IP in anticipation of spending everything on T3 runes at 20?
If you've played him before and like him, I'd say go for it. I'd say getting champions you really enjoy playing and using them to earn the IP for runes is a lot more fun in the long run. Especially since until then you can just use the cheap T1 runes.
Yeah I suppose that's a point. If he's your favorite champion then buy him. I think most people have one or two champs that they really dig playing and earning a ton of IP with them is better than grinding a bit less IP with champs you don't like.
But if it's just a "well I think he's kind of neat and would play him sometimes" thing then no.
played against an eve with 4 sunfire capes who farmed ~15 kills off of our terrible Yi
(she had 75% of the other team's 40 kills at the end, most of them between our Yi and our ... whatever the time wizard is)
TLDR, how does Poppy do anything against a Eve with 160 armor and 160 passive aoe dps?
edit: and 4000 hp
Yeahhh, Eve with that much HP/Armor is just going to be a nightmare. The glib answer is to never let that happen; switch lanes with the feeders or something.
The serious answer would be some real teamwork to cc her however possible to try and blow her up, or avoid her like the plague and finish the game before she can kill all 5 of you at once.
played against an eve with 4 sunfire capes who farmed ~15 kills off of our terrible Yi
(she had 75% of the other team's 40 kills at the end, most of them between our Yi and our ... whatever the time wizard is)
TLDR, how does Poppy do anything against a Eve with 160 armor and 160 passive aoe dps?
edit: and 4000 hp
Yeahhh, Eve with that much HP/Armor is just going to be a nightmare. The glib answer is to never let that happen; switch lanes with the feeders or something.
The serious answer would be some real teamwork to cc her however possible to try and blow her up, or avoid her like the plague and finish the game before she can kill all 5 of you at once.
magic resist
force of nature should do a lot to counter that build, especially combined with some more health and or MR (banshees veil)
magic resist + bonus health regen from FaN (boosted by having more HP from banshees) would reduce it a lot!!
and then just hammer her a few questions
e: but really, its a thing where she was able to spend ~$texas on items and there is not a lot that can be done on a normal budget (in this economy)
SoaL on
0
PiptheFairFrequently not in boats.Registered Userregular
Singed is great. The only thing you need to be really aware of is that you can get shut down hard in the laning phase because you have no real way to counter ranged harassment.
If you ever find yourself laning against something like Janna + Ezreal or Heimer + Soraka, call for a switch immediately with a ranged. Its funny how hard you can get screwed against a combo like that.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Singed is great. The only thing you need to be really aware of is that you can get shut down hard in the laning phase because you have no real way to counter ranged harassment.
If you ever find yourself laning against something like Janna + Ezreal or Heimer + Soraka, call for a switch immediately with a ranged. Its funny how hard you can get screwed against a combo like that.
That's basically every hero, though. Regarding Janna, I mean.
I wish they would nerf knock-up already you should be able to cleanse it. Are they right wingers or something? Jesus.
Beck on
Lucas's Franklin Badge reflected the lightning back!
0
BethrynUnhappiness is MandatoryRegistered Userregular
edited June 2010
Janna + Blitzcrank is hilarious.
Shielding Blitz means the shield damage gets doubled into Power Fists. So Grab, Fist, quick Gale, then Fist again asap.
League of Legends will be updated during scheduled maintenance on 6/24/2010
New Skins in the Store
* Caterpillar Kog’Maw
* Sonoran Kog’Maw
* Striker Ezreal
* Goalkeeper Blitzcrank
* Blast Zone Heimerdinger
* French Maid Nidalee
League of Legends v1.0.0.94
Kog'Maw, the Mouth of the Abyss
* Bio-Arcane Barrage: Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.
* Void Ooze: Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.
* Caustic Spittle: Passive: Increases armor penetration. Active: Kog'Maw launches a corrosive projectile which deals magic damage and doubles his passive armor penetration for 4 seconds (Removes the passive until available again).
* Living Artillery (Ultimate): Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.
* Icathian Surprise (Passive): Upon dying, Kog'Maw starts a chain reaction in his body which causes him to detonate after 4 seconds; dealing magic damage to surrounding enemies.
Akali
* Fixed a bug with Akali’s attack timing
* Using a potion while in Twilight Shroud will no longer break Akali out of stealth
Ashe
* Frost Shot slow changed to 15/20/25/30/35% from 10/18/26/32/38%
* Frost Shot no longer stacks with Volley
* Volley now fires 7 missiles instead of 9
* Volley bonus damage increased to 40/55/70/85/100 from 40/50/60/70/80
* Accumulate Wealth is now 'Hawkshot'. Hawkshot retains the passive gold gain on kill and can now be activated to shoot an invulnerable, untargetable scouting hawk toward a target location. The hawk will reveal terrain as it travels, and grant vision of the end area for 5 seconds
* Enchanted Crystal Arrow
o Fixed a bug where it was slowing for too long at ranks 2 and 3
o Fixed a bug where it was stunning for more than the maximum stun duration
o Increased the distance required to get a maximum duration stun
Blitzcrank
* Added a timer to indicate when Mana Barrier can be used again
* Static Field now silences for 0.5 seconds
* Power Fist is no longer dodgable
Corki
* Missile Barrage
o Added a counter indicating how close to the Big One you are
o 1 missile is now granted when you first put a point into it
o Missile Barrage now reloads while dead and will no longer reset the stack count upon death
Cho'Gath
* Vorpal Spikes can now be toggled off
* Cho'gath will now be properly considered melee for the sake of items like Youmuu's Ghostblade
* Feast
o Fixed a bug at rank 3 Feast where Cho'gath has difficulty feasting when he has max Feast stacks
o Fixed a bug where the Feast buff tooltip was not updating the bonus health when Cho'gath loses stacks
o Fixed a bug where Cho'gath was not scaling properly when he loses stacks
Evelynn
* Removed base dodge
Ezreal
* Removed the heal component from Essence Flux
* Essence Flux attack speed buff/debuff increased to 20/23/26/29/32 from 5/10/15/20/25
Garen
* Fixed a bug where Garen will sometimes appear with a different skin after reconnecting
Gangplank
* Parley bonus damage reduced to 100% from 110%
* Parley is no longer dodgable and is unaffected by blinds
* Raise Morale now grants 8/12/16/20/24 attack damage instead of 12-36% attack speed
* Cannon Barrage
o Cannonball damage reduced to 100/140/180 from 140/200/260
o Cannonball radius increased to 275 from 225
o Slow amount reduced to 35%/45/55 from 40/50/60
Gragas
* Barrel Roll tooltip updated to give the correct ability power ratio when the barrel has reached its location
Heimerdinger
* Fixed a bug where Turrets were targeting incorrectly
Janna
* Howling Gale knock-up time reduced by 33%
* Fixed a bug with Eye of the Storm where the particle would linger after the shield effect had been removed
Jax
* Empower cooldown changed to 5 seconds from 7/6/5/4/3 seconds
Kayle
* Divine Blessing heal reduced to 65/100/135/170/205 from 65/105/145/185/225
* Righteous Fury ability power ratio reduced to.3 from .35
* Righteous Fury base damage to 4/10/16/22/28 from 8/14/20/26/32
* Intervention cooldown increased to 120/105/90 from 90 at all ranks
Morgana
* Dark Binding now deals its damage up front as opposed to over time. The damage is 80/135/190/245/300 with a .9 AP ratio.
* Soul Shackle ability power ratio changed to 1.0/1.0 from .5/1.5
Pantheon
* Heartseeker Strike
o Fixed a bug where Heartseeker Strike was dealing too much damage based upon your bonus damage.
o Fixed a bug where Heartseeker Strike procced cast effects with every Heartseeker Strike tick
o Damage scaling increased to 20/25/30/35/40%.
o Heartseeker Strike will now properly double the damage of the entire ability against champions, rather than just doubling part of the damage
* Fixed a bug where Spear Shot wasn't scaling with enough of your damage from items
* Spear Shot damage scaling increased to 100/115/130/145/160%, from 100/110/120/130/140%.
* Grand Skyfall now breaks spell shields and is blocked by spell shields.
* Fixed a bug with Grand Skyfall where it was slowing for an incorrect amount of time
* Pantheon will now be properly considered melee for the sake of items like Youmuu's Ghostblade
Poppy
* Devastating Blow now breaks spell shields
* Heroic Charge now breaks spell shields
Shaco
* Updated the Deceive tooltip to clarify that the damage is bonus damage not a true critical
* Fixed a bug where Jack in the Boxes would acquire targets incorrectly
* Fixed a bug where Jack in the Boxes would lose their stealth before their lifetime expired
Teemo
* Removed base dodge
Shen
* Vorpal Blade heal reduced to 10/20/30/40/50 from 15/30/45/60/75
Sivir
* Fixed a bug where Boomerang Blade double-procced cast effects like Guinsoo's Rageblade
Soraka
* Wish
o Ability power ratio reduced to 1.3 from 1.5
o Heal reduced to 200/320/440 from 250/400/550
o Mana cost reduced to 200/275/350 from 250/350/450
Veigar
* Baleful Strike
o Adjusted the way bonus ability power is granted.
o Veigar now also gains 1/2/3/4/5 bonus ability power for each champion kill from any damage source.
* Dark Matter
o Time to land reduced to 1.2 seconds from 1.6 seconds.
o Base damage reduced to 120/170/220/270/320 from 120/180/240/300/360
o Cooldown reduced to 10 seconds from 12 seconds
* Event Horizon
o Reduced the mana cost to 80/95/110/125/140 from 90/110/130/150/170.
o Lowered the cooldown to 20/19/18/17/16 from 24/22/20/18/16.
o Increased range to 650 from 600.
* Primordial Burst
o Mana cost reduced to 150/200/250 from 200/300/400
o Primordial Burst now deals 200/350/500 base damage plus 80% of the combined ability power of Veigar and his target.
o Removed the conditional bonus damage for non-mana Champions.
o Removed the mana restoration on kill.
* New Passive – Equilibrium: Veigar's mana regen is increased by 1% for each 1% of mana he's missing.
* Miscellaneous
o Updated recommended items
o Base movement speed increased to 315 from 310
o Base armor increased to 16 from 14
o Armor per level increased to 3.75 from 3.5
Items
* Spirit Visage healing and regen received reduced to 20% from 25%
* Sword of the Divine activation duration increased to 8 from 5
* Mercury Treads crowd control reduction reduced to 35% from 40%
* Innervating Locket no longer heals minions
Summoner Spells
* Fixed a bug with Ignite's tooltip cooldown value that made it seem shorter than it actually is
General
* Champion kill experience increased by 10%.
* Death timers on Summoner's Rift increased by roughly 3 seconds at low levels.
* Summoner spells are now displayed on the scoreboard
* Latency will now properly display in the HUD
* Teleport or Blink abilities will no longer reset the leashing on monsters
* Duplicate items will no longer sell in slot order and can now be sold individually
* Buff bar updated to support up to 32 buffs
* Revamped the character stats screen to include Armor Penetration, Magic Penetration, Lifesteal, Spell Vamp, and Cooldown Reduction stats as well as reducing size and removing extraneous information
* Revealing a channeling Champion in the Fog of War will no longer reveal show them as idle
* Fixed a bug where orders and spell casts would be lost in rare instances
* Fixed a bug where the "Show HP Bars" menu option wasn't functioning correctly
* Fixed a bug where 'proc' effects like Malady and Madred's Bloodrazor could occasionally kill a champion through effects like Guardian Angel, Chronoshift, or Rebirth
* Fixed a bug where the attack timings of many characters were causing a slight delay before attacking.
* Fixed a bug where the "Hide Center HUD Wall" option was incorrectly named "Center HUD Wall Display"
* Fixed several client crashes
* Fixed several server crashes
Masteries
* Fixed a bug where the Tenacity mastery caused Cho'gath's Feast to not kill the target
Last edited by Udyr; Today at 01:06 AM..
Slicer on
0
PiptheFairFrequently not in boats.Registered Userregular
edited June 2010
Evelynn
* Removed base dodge
Ezreal
* Removed the heal component from Essence Flux
* Essence Flux attack speed buff/debuff increased to 20/23/26/29/32 from 5/10/15/20/25
heh
* Heartseeker Strike
o Fixed a bug where Heartseeker Strike was dealing too much damage based upon your bonus damage.
o Fixed a bug where Heartseeker Strike procced cast effects with every Heartseeker Strike tick
* Revealing a channeling Champion in the Fog of War will no longer reveal show them as idle
fucking finally
* Innervating Locket no longer heals minions
noooooooooooooooooooo
* Fixed a bug where the Tenacity mastery caused Cho'gath's Feast to not kill the target
On paper at least i'm not a huge fan of the changes to veigars ult, it looks like it'll do *slightly* more damage to AP stacking casters, and significantly less damage to everyone else, seems like an overall nerf
EDIT: SONOFABITCH I JUST NOTICED THE CHANGE TO VEIGARS PASSIVE FUCK YOU RIOT, FUUUUCK YOU!!!HE DID NOT NEED A NERF LIKE THAT
So I think the kind of character I like to play is a carry.
Which champions do you think are the most ridiculously-powerful during end-game? The ones I can think of off the top of my head are Tristana, Teemo, and Jax. I'm sure there are others, and I'm sure there's some sort of ranking that can even be constructed. Help me out?
Cognisseur on
0
PiptheFairFrequently not in boats.Registered Userregular
On paper at least i'm not a huge fan of the changes to veigars ult, it looks like it'll do *slightly* more damage to AP stacking casters, and significantly less damage to everyone else, seems like an overall nerf
and then you get 500 ap and obliterate anyone anyway
PiptheFair on
0
PiptheFairFrequently not in boats.Registered Userregular
Posts
If you've played him before and like him, I'd say go for it. I'd say getting champions you really enjoy playing and using them to earn the IP for runes is a lot more fun in the long run. Especially since until then you can just use the cheap T1 runes.
Officially my new main.
But if it's just a "well I think he's kind of neat and would play him sometimes" thing then no.
This is a case where I really wish I could see spoilers at work.
shave his belly with a rusty razor
it's disgusting
I fixed this so it scans better. It was bothering me a lot.
Gamertag: Cunning Hekate // League of Legends: FeroxPA
YO HO HO AND A BUTTLE OF RUM.
No, wait.
http://www.youtube.com/watch?v=plXZP9qCI0U
this only re: gragas and boats
played against an eve with 4 sunfire capes who farmed ~15 kills off of our terrible Yi
(she had 75% of the other team's 40 kills at the end, most of them between our Yi and our ... whatever the time wizard is)
TLDR, how does Poppy do anything against a Eve with 160 armor and 160 passive aoe dps?
edit: and 4000 hp
it is pretty much impossible to do anything against them, no matter what hero
just, don't even bother asking what you could've done
.... alejandro
Yeahhh, Eve with that much HP/Armor is just going to be a nightmare. The glib answer is to never let that happen; switch lanes with the feeders or something.
The serious answer would be some real teamwork to cc her however possible to try and blow her up, or avoid her like the plague and finish the game before she can kill all 5 of you at once.
also, ganking or switching lanes so someone else can feed on yi.
Because my ignore list is about to get a whole hell of a lot larger.
magic resist
force of nature should do a lot to counter that build, especially combined with some more health and or MR (banshees veil)
magic resist + bonus health regen from FaN (boosted by having more HP from banshees) would reduce it a lot!!
and then just hammer her a few questions
e: but really, its a thing where she was able to spend ~$texas on items and there is not a lot that can be done on a normal budget (in this economy)
don't play with shitty yi's that die to eve is about the only real counter
i think it is supposed to, yes.
Singed is great. The only thing you need to be really aware of is that you can get shut down hard in the laning phase because you have no real way to counter ranged harassment.
If you ever find yourself laning against something like Janna + Ezreal or Heimer + Soraka, call for a switch immediately with a ranged. Its funny how hard you can get screwed against a combo like that.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
That's basically every hero, though. Regarding Janna, I mean.
I wish they would nerf knock-up already you should be able to cleanse it. Are they right wingers or something? Jesus.
Shielding Blitz means the shield damage gets doubled into Power Fists. So Grab, Fist, quick Gale, then Fist again asap.
Finally they're up.
New Skins in the Store
* Caterpillar Kog’Maw
* Sonoran Kog’Maw
* Striker Ezreal
* Goalkeeper Blitzcrank
* Blast Zone Heimerdinger
* French Maid Nidalee
League of Legends v1.0.0.94
Kog'Maw, the Mouth of the Abyss
* Bio-Arcane Barrage: Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.
* Void Ooze: Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.
* Caustic Spittle: Passive: Increases armor penetration. Active: Kog'Maw launches a corrosive projectile which deals magic damage and doubles his passive armor penetration for 4 seconds (Removes the passive until available again).
* Living Artillery (Ultimate): Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.
* Icathian Surprise (Passive): Upon dying, Kog'Maw starts a chain reaction in his body which causes him to detonate after 4 seconds; dealing magic damage to surrounding enemies.
Akali
* Fixed a bug with Akali’s attack timing
* Using a potion while in Twilight Shroud will no longer break Akali out of stealth
Ashe
* Frost Shot slow changed to 15/20/25/30/35% from 10/18/26/32/38%
* Frost Shot no longer stacks with Volley
* Volley now fires 7 missiles instead of 9
* Volley bonus damage increased to 40/55/70/85/100 from 40/50/60/70/80
* Accumulate Wealth is now 'Hawkshot'. Hawkshot retains the passive gold gain on kill and can now be activated to shoot an invulnerable, untargetable scouting hawk toward a target location. The hawk will reveal terrain as it travels, and grant vision of the end area for 5 seconds
* Enchanted Crystal Arrow
o Fixed a bug where it was slowing for too long at ranks 2 and 3
o Fixed a bug where it was stunning for more than the maximum stun duration
o Increased the distance required to get a maximum duration stun
Blitzcrank
* Added a timer to indicate when Mana Barrier can be used again
* Static Field now silences for 0.5 seconds
* Power Fist is no longer dodgable
Corki
* Missile Barrage
o Added a counter indicating how close to the Big One you are
o 1 missile is now granted when you first put a point into it
o Missile Barrage now reloads while dead and will no longer reset the stack count upon death
Cho'Gath
* Vorpal Spikes can now be toggled off
* Cho'gath will now be properly considered melee for the sake of items like Youmuu's Ghostblade
* Feast
o Fixed a bug at rank 3 Feast where Cho'gath has difficulty feasting when he has max Feast stacks
o Fixed a bug where the Feast buff tooltip was not updating the bonus health when Cho'gath loses stacks
o Fixed a bug where Cho'gath was not scaling properly when he loses stacks
Evelynn
* Removed base dodge
Ezreal
* Removed the heal component from Essence Flux
* Essence Flux attack speed buff/debuff increased to 20/23/26/29/32 from 5/10/15/20/25
Garen
* Fixed a bug where Garen will sometimes appear with a different skin after reconnecting
Gangplank
* Parley bonus damage reduced to 100% from 110%
* Parley is no longer dodgable and is unaffected by blinds
* Raise Morale now grants 8/12/16/20/24 attack damage instead of 12-36% attack speed
* Cannon Barrage
o Cannonball damage reduced to 100/140/180 from 140/200/260
o Cannonball radius increased to 275 from 225
o Slow amount reduced to 35%/45/55 from 40/50/60
Gragas
* Barrel Roll tooltip updated to give the correct ability power ratio when the barrel has reached its location
Heimerdinger
* Fixed a bug where Turrets were targeting incorrectly
Janna
* Howling Gale knock-up time reduced by 33%
* Fixed a bug with Eye of the Storm where the particle would linger after the shield effect had been removed
Jax
* Empower cooldown changed to 5 seconds from 7/6/5/4/3 seconds
Kayle
* Divine Blessing heal reduced to 65/100/135/170/205 from 65/105/145/185/225
* Righteous Fury ability power ratio reduced to.3 from .35
* Righteous Fury base damage to 4/10/16/22/28 from 8/14/20/26/32
* Intervention cooldown increased to 120/105/90 from 90 at all ranks
Morgana
* Dark Binding now deals its damage up front as opposed to over time. The damage is 80/135/190/245/300 with a .9 AP ratio.
* Soul Shackle ability power ratio changed to 1.0/1.0 from .5/1.5
Pantheon
* Heartseeker Strike
o Fixed a bug where Heartseeker Strike was dealing too much damage based upon your bonus damage.
o Fixed a bug where Heartseeker Strike procced cast effects with every Heartseeker Strike tick
o Damage scaling increased to 20/25/30/35/40%.
o Heartseeker Strike will now properly double the damage of the entire ability against champions, rather than just doubling part of the damage
* Fixed a bug where Spear Shot wasn't scaling with enough of your damage from items
* Spear Shot damage scaling increased to 100/115/130/145/160%, from 100/110/120/130/140%.
* Grand Skyfall now breaks spell shields and is blocked by spell shields.
* Fixed a bug with Grand Skyfall where it was slowing for an incorrect amount of time
* Pantheon will now be properly considered melee for the sake of items like Youmuu's Ghostblade
Poppy
* Devastating Blow now breaks spell shields
* Heroic Charge now breaks spell shields
Shaco
* Updated the Deceive tooltip to clarify that the damage is bonus damage not a true critical
* Fixed a bug where Jack in the Boxes would acquire targets incorrectly
* Fixed a bug where Jack in the Boxes would lose their stealth before their lifetime expired
Teemo
* Removed base dodge
Shen
* Vorpal Blade heal reduced to 10/20/30/40/50 from 15/30/45/60/75
Sivir
* Fixed a bug where Boomerang Blade double-procced cast effects like Guinsoo's Rageblade
Soraka
* Wish
o Ability power ratio reduced to 1.3 from 1.5
o Heal reduced to 200/320/440 from 250/400/550
o Mana cost reduced to 200/275/350 from 250/350/450
Veigar
* Baleful Strike
o Adjusted the way bonus ability power is granted.
o Veigar now also gains 1/2/3/4/5 bonus ability power for each champion kill from any damage source.
* Dark Matter
o Time to land reduced to 1.2 seconds from 1.6 seconds.
o Base damage reduced to 120/170/220/270/320 from 120/180/240/300/360
o Cooldown reduced to 10 seconds from 12 seconds
* Event Horizon
o Reduced the mana cost to 80/95/110/125/140 from 90/110/130/150/170.
o Lowered the cooldown to 20/19/18/17/16 from 24/22/20/18/16.
o Increased range to 650 from 600.
* Primordial Burst
o Mana cost reduced to 150/200/250 from 200/300/400
o Primordial Burst now deals 200/350/500 base damage plus 80% of the combined ability power of Veigar and his target.
o Removed the conditional bonus damage for non-mana Champions.
o Removed the mana restoration on kill.
* New Passive – Equilibrium: Veigar's mana regen is increased by 1% for each 1% of mana he's missing.
* Miscellaneous
o Updated recommended items
o Base movement speed increased to 315 from 310
o Base armor increased to 16 from 14
o Armor per level increased to 3.75 from 3.5
Items
* Spirit Visage healing and regen received reduced to 20% from 25%
* Sword of the Divine activation duration increased to 8 from 5
* Mercury Treads crowd control reduction reduced to 35% from 40%
* Innervating Locket no longer heals minions
Summoner Spells
* Fixed a bug with Ignite's tooltip cooldown value that made it seem shorter than it actually is
General
* Champion kill experience increased by 10%.
* Death timers on Summoner's Rift increased by roughly 3 seconds at low levels.
* Summoner spells are now displayed on the scoreboard
* Latency will now properly display in the HUD
* Teleport or Blink abilities will no longer reset the leashing on monsters
* Duplicate items will no longer sell in slot order and can now be sold individually
* Buff bar updated to support up to 32 buffs
* Revamped the character stats screen to include Armor Penetration, Magic Penetration, Lifesteal, Spell Vamp, and Cooldown Reduction stats as well as reducing size and removing extraneous information
* Revealing a channeling Champion in the Fog of War will no longer reveal show them as idle
* Fixed a bug where orders and spell casts would be lost in rare instances
* Fixed a bug where the "Show HP Bars" menu option wasn't functioning correctly
* Fixed a bug where 'proc' effects like Malady and Madred's Bloodrazor could occasionally kill a champion through effects like Guardian Angel, Chronoshift, or Rebirth
* Fixed a bug where the attack timings of many characters were causing a slight delay before attacking.
* Fixed a bug where the "Hide Center HUD Wall" option was incorrectly named "Center HUD Wall Display"
* Fixed several client crashes
* Fixed several server crashes
Masteries
* Fixed a bug where the Tenacity mastery caused Cho'gath's Feast to not kill the target
Last edited by Udyr; Today at 01:06 AM..
heh
fucking finally
noooooooooooooooooooo
that explains that
also hey vivi buffs
Amazing!
..also Eve nerf. Finally. That bitch was too strong. Same with that little cock Teemo.
wat
EDIT: SONOFABITCH I JUST NOTICED THE CHANGE TO VEIGARS PASSIVE FUCK YOU RIOT, FUUUUCK YOU!!!HE DID NOT NEED A NERF LIKE THAT
Her attack timing was bugged so that her melee attacks were delayed a bit. Made it a bitch to hit someone to trigger a mark.
spells come out faster but with less damage, aka. more stuff to do
Which champions do you think are the most ridiculously-powerful during end-game? The ones I can think of off the top of my head are Tristana, Teemo, and Jax. I'm sure there are others, and I'm sure there's some sort of ranking that can even be constructed. Help me out?
and then you get 500 ap and obliterate anyone anyway
that should tell you something
Also, built in chalice? That's a nerf? I guess I don't remember what his passive was.
That I'm really bad at Shen? Yes. But I already knew that.