they were going over some of the things on the stream but I stopped paying attention after the eve thing
-gp's stacking slow is 10% each stack, stacks to 3, lasts 3 sec
-jarvan lost a little of the armor per level on his flag I think it was
-fiddles's ult is now.45 and 1.5 second channel instead of 2, also buff to dark wind to encourage leveling it
-I think rumble's ult was getting a cooldown and ratio hit, but I came in late so I didn't catch who it was specifically but it sure sounded like rumble
Gangplank-Passive poison duration reduced to 3 seconds, 10% slow per hit stackable up to three times.
Evelynn-Now half as useful
Fiddlesticks-Higher damage scaling per level on dark wind, .05 Ap ratio increase on crow storm, .5 second reduction on crow storm channel
Rumble-Lower damage over time, ap ratio, and higher cooldown on ultimate
Jarvan-Passive HP damage reduced to 8% from 10%. Lowered passive numbers on flag/flag passive.
They were talking about three big general changes before specific characters I think. I only started watching for the last one but I don't remember what it was.
From memory from the "live patch preview" they just did on the champion stream;
Vayne: Base damage lowered on q and e, ratio lowered on q, bonus damage lowered on r.
Jarvan: passive cut to 8% from 10%, banner scales at 3 per level instead of 4.
Eve: Stun removed, changed to a 3 second slow, a stealth rework is in the works.
Vlad: Damage and lifesteal boosted on transfusion on the lower ranks, cooldown bumped to 4 seconds instead of 3 at rank 5.
Rumble: Damage reduced on ult, ults scaling cut.
Gangplank: Passive changed, lasts 3 seconds instead of 10, no applies a stacking 10/20/30% slow in additon to it's old stuff.
Fiddles: Ratios bumped up on dark wind (I think), crowstorm bumped to .45 instead of .40 and channel time reduced to 1.5 seconds from 2.
Nunu: slow on Ice Blast changed to be 20% slow at level 1 scaling to 60% from 40% slow scaling to 60%.
Gp/10 items are now unique to each other. So you can have, say, 1 philo and 1 hog and get 10g/10. If you had 6 philos you'd only get 5 gp/10. Health regen on philo "slightly nerfed"
Champion kills now grant more experience if they are higher than you and less experience if they are lower level than you. The maximum you can get from a champ kill on a hot streak is 500, down from 1000.
Team Endless Heals shat on Riot. Highlights included Carry Janna with Mejai's, jungle taric flash-smite stealing baron, and no one on the support team dying ever.
Jungle Taric is pretty efficient and the ganks are nice.
you know, the GP buff would be awesome if parrrley would apply his passive, maybe too awesome. on the other hand, with a passive called grog-soaked blade, it wouldn't make much sense for a blast from a pistol to apply it.
So is this championship best 2 of 3? With Fnatic having a free win due to coming out ahead in the upper bracket? If so, I hope Riot learns their lesson for S2 and makes their finals 3 of 5 because I get the feeling we're going to see a 1 game final and that is boring.
So is this championship best 2 of 3? With Fnatic having a free win due to coming out ahead in the upper bracket? If so, I hope Riot learns their lesson for S2 and makes their finals 3 of 5 because I get the feeling we're going to see a 1 game final and that is boring.
they have to schedule the tournament expecting every single match to take three one hour long games if it's best of three
there is no way they could have fit in best of fives for this venue
So is this championship best 2 of 3? With Fnatic having a free win due to coming out ahead in the upper bracket? If so, I hope Riot learns their lesson for S2 and makes their finals 3 of 5 because I get the feeling we're going to see a 1 game final and that is boring.
they have to schedule the tournament expecting every single match to take three one hour long games if it's best of three
there is no way they could have fit in best of fives for this venue
didn't Fnatic already beat aAa once as well? making it aAa's game to prove themselves.
So is this championship best 2 of 3? With Fnatic having a free win due to coming out ahead in the upper bracket? If so, I hope Riot learns their lesson for S2 and makes their finals 3 of 5 because I get the feeling we're going to see a 1 game final and that is boring.
they have to schedule the tournament expecting every single match to take three one hour long games if it's best of three
there is no way they could have fit in best of fives for this venue
Fair enough. But then they should end S2 in a venue where they can have a nice series of finals. On the whole this tournament has been pretty neat but it really pales compared to sc2's recent TSL3. Which, not super surprising since Riot is new to this, and for a new company with a new game I think this has been a really good showing (and their viewing numbers agree).
Arkady on
LoL: failboattootoot
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pyromaniac221this just might bean interestin YTRegistered Userregular
Gangplank-Passive poison duration reduced to 3 seconds, 10% slow per hit stackable up to three times.
Evelynn-Now half as useful
Fiddlesticks-Higher damage scaling per level on dark wind, .05 Ap ratio increase on crow storm, .5 second reduction on crow storm channel
Rumble-Lower damage over time, ap ratio, and higher cooldown on ultimate
Jarvan-Passive HP damage reduced to 8% from 10%. Lowered passive numbers on flag/flag passive.
They were talking about three big general changes before specific characters I think. I only started watching for the last one but I don't remember what it was.
Fuck YES on GP buffs! A passive that does a dot , reduces healing AND slows? That's hard core but now I wonder if I should skip frozen mallet on him and go for warmogs for durability?
Nunu: slow on Ice Blast changed to be 20% slow at level 1 scaling to 60% from 40% slow scaling to 60%.
I like Nunu and I'm pretty happy with that nerf. It always felt odd that the slow started out so high and then got slightly better with each upgrade. Having it start low but end at the same place will feel much better.
Mostly, I'm just happy they didn't nerf anything else of his.
}
"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!".
Gangplank-Passive poison duration reduced to 3 seconds, 10% slow per hit stackable up to three times.
Evelynn-Now half as useful
Fiddlesticks-Higher damage scaling per level on dark wind, .05 Ap ratio increase on crow storm, .5 second reduction on crow storm channel
Rumble-Lower damage over time, ap ratio, and higher cooldown on ultimate
Jarvan-Passive HP damage reduced to 8% from 10%. Lowered passive numbers on flag/flag passive.
They were talking about three big general changes before specific characters I think. I only started watching for the last one but I don't remember what it was.
Fuck YES on GP buffs! A passive that does a dot , reduces healing AND slows? That's hard core but now I wonder if I should skip frozen mallet on him and go for warmogs for durability?
mallet applies on parrley right? it might still be useful if only for 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!".
Gangplank-Passive poison duration reduced to 3 seconds, 10% slow per hit stackable up to three times.
Evelynn-Now half as useful
Fiddlesticks-Higher damage scaling per level on dark wind, .05 Ap ratio increase on crow storm, .5 second reduction on crow storm channel
Rumble-Lower damage over time, ap ratio, and higher cooldown on ultimate
Jarvan-Passive HP damage reduced to 8% from 10%. Lowered passive numbers on flag/flag passive.
They were talking about three big general changes before specific characters I think. I only started watching for the last one but I don't remember what it was.
Fuck YES on GP buffs! A passive that does a dot , reduces healing AND slows? That's hard core but now I wonder if I should skip frozen mallet on him and go for warmogs for durability?
mallet applies on parrley right? it might still be useful if only for that
It does indeed , but that seems to me like a waste of gold since you don't even get the full slow on range hits. Im also kinda sad they didn't touch his ult .
}
"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!".
Posts
Fuck yeeeeeees
FUCK
THAT
STUN
Or at least a list of confirmed changes?
Rumble's ult is going to do less damage with lower scaling.
Vlad's Q is now on a 4 second cooldown with higher base and lower scaling.
Vayne loses a lot of the base damage on Q, E, and her ult.
Didn't hear the Jarvan nerfs.
Eve loses her stun.
Fiddle gets buffed, someone else I didn't hear gets buffed.
-gp's stacking slow is 10% each stack, stacks to 3, lasts 3 sec
-jarvan lost a little of the armor per level on his flag I think it was
-fiddles's ult is now.45 and 1.5 second channel instead of 2, also buff to dark wind to encourage leveling it
-I think rumble's ult was getting a cooldown and ratio hit, but I came in late so I didn't catch who it was specifically but it sure sounded like rumble
Evelynn-Now half as useful
Fiddlesticks-Higher damage scaling per level on dark wind, .05 Ap ratio increase on crow storm, .5 second reduction on crow storm channel
Rumble-Lower damage over time, ap ratio, and higher cooldown on ultimate
Jarvan-Passive HP damage reduced to 8% from 10%. Lowered passive numbers on flag/flag passive.
They were talking about three big general changes before specific characters I think. I only started watching for the last one but I don't remember what it was.
Hey, I remembered how to play Malphite
From memory from the "live patch preview" they just did on the champion stream;
Vayne: Base damage lowered on q and e, ratio lowered on q, bonus damage lowered on r.
Jarvan: passive cut to 8% from 10%, banner scales at 3 per level instead of 4.
Eve: Stun removed, changed to a 3 second slow, a stealth rework is in the works.
Vlad: Damage and lifesteal boosted on transfusion on the lower ranks, cooldown bumped to 4 seconds instead of 3 at rank 5.
Rumble: Damage reduced on ult, ults scaling cut.
Gangplank: Passive changed, lasts 3 seconds instead of 10, no applies a stacking 10/20/30% slow in additon to it's old stuff.
Fiddles: Ratios bumped up on dark wind (I think), crowstorm bumped to .45 instead of .40 and channel time reduced to 1.5 seconds from 2.
Nunu: slow on Ice Blast changed to be 20% slow at level 1 scaling to 60% from 40% slow scaling to 60%.
Gp/10 items are now unique to each other. So you can have, say, 1 philo and 1 hog and get 10g/10. If you had 6 philos you'd only get 5 gp/10. Health regen on philo "slightly nerfed"
Champion kills now grant more experience if they are higher than you and less experience if they are lower level than you. The maximum you can get from a champ kill on a hot streak is 500, down from 1000.
LoL: failboattootoot
it'll still be incredistrong for the solo top rumble rapefest
Jungle Taric is pretty efficient and the ganks are nice.
So good. I wonder if Riot independently came up with that Vlad fix, or if they read one of my half dozen proposals for such.
I really want to see Rumble's lamethrower (spelling intentional) nerfed for laning. Just hitting his ult misses a large part of why he is OP.
LoL: failboattootoot
they have to schedule the tournament expecting every single match to take three one hour long games if it's best of three
there is no way they could have fit in best of fives for this venue
didn't Fnatic already beat aAa once as well? making it aAa's game to prove themselves.
Fair enough. But then they should end S2 in a venue where they can have a nice series of finals. On the whole this tournament has been pretty neat but it really pales compared to sc2's recent TSL3. Which, not super surprising since Riot is new to this, and for a new company with a new game I think this has been a really good showing (and their viewing numbers agree).
LoL: failboattootoot
Fuck YES on GP buffs! A passive that does a dot , reduces healing AND slows? That's hard core but now I wonder if I should skip frozen mallet on him and go for warmogs for durability?
aAa has the tanky deeps picks, but Fnatic has the excellent %hp counters in Malz & Brand.
Since they won the semi finals in the upper bracket they get a win for the championship match, meaning aAa has to win 2 in a row.
Also I dunno, aAa has more hard cc. I'm not sure the percentage damage will top that.
LoL: failboattootoot
I like Nunu and I'm pretty happy with that nerf. It always felt odd that the slow started out so high and then got slightly better with each upgrade. Having it start low but end at the same place will feel much better.
Mostly, I'm just happy they didn't nerf anything else of his.
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"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 exactly what a patch should do.
But overall I build Rumble very tanky as it is, so I don't think I'm going to miss the AP ratios very much, but we'll see.
mallet applies on parrley right? it might still be useful if only for 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!".
*destealths*
RAVAGE!
*enemy flashes away*
Of course.
It does indeed , but that seems to me like a waste of gold since you don't even get the full slow on range hits. Im also kinda sad they didn't touch his ult .
LoL: failboattootoot
Completely turned around that failed dive.
"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!".
WOW.