surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
edited February 2011
Repost of patch notes because they got botp'd
New Skins in the Store
Totemic Maokai
Charred Maokai
Longhorn Alistar
PVP.net v1.29.23
Created a new UI flow for joining games of all types
Updated the Friend List UI
Runes are now stacked in the Summoner profile
A new game mode approaches: Co-op vs. AI!
This mode pits a team of all human players against a team of all AI bots on Summoner's Rift.
This mode is supported by matchmaking, and allows summoners to join the queue solo or with friends.
Summoners may choose between two AI bot difficulty settings: Beginner or Intermediate.
IP and XP rewards are earned, and adjusted based on summoner level and difficulty setting.
The following bots are enabled for Co-op vs. AI:
Annie
Ashe
Cho'Gath
Miss Fortune
Nunu
Renekton
Ryze
Shen
Soraka
Taric
Trundle
Warwick
Coop versus AI will be available to play in the coming days after the patch goes live, but not on release day.
XP & IP Rate Changes
We have completely overhauled the IP and XP system in order to make it more fair. Our intention was to leave the overall XP and IP gained by players unchanged.
Previously, IP and XP were awarded for winning or losing a game. Now, they are granted based on how long the game was, and whether you won or lost.
In a long game, you will make significantly more XP and IP than before. However, in a very short game, you will make less IP and XP. We found it frustrating to be stuck in an hour long games, and then get what was effectively 30 minutes of IP reward.
When calculating the number of minutes the game took, we only award for actual game time. However, we give all games a small fixed bonus reward, which is to give you credit for time in queue and champion selection.
Other details:
We have also tweaked the formulas so that new players get larger quantities of IP in their first 10 or so levels so that they can unlock their first Champions more quickly.
First Win of the Day remains unchanged – it is still a flat bonus you will receive when you are eligible.
We removed the no-leave-streak bonus and increased the IP rewards in general to compensate. The reason we did this is because we felt that with the new LeaverBuster system, this was no longer necessary.
League of Legends v1.0.0.111
Maokai, the Twisted Treant
Sap Magic (passive): Each time a champion near Maokai casts a spell, he gains a charge of Magical Sap. When he has 5 charges, Maokai's next melee attack drains energy from his target, healing him for a percentage of his maximum HP.
Arcane Smash: Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, damaging and slowing his enemies.
Twisted Advance: Maokai dissolves into a cloud of arcane energies. He regrows near a target enemy, dealing damage and rooting it in place.
Sapling Toss: Maokai hurls a sapling, dealing damage on impact. The sapling becomes implanted in the ground, warding a nearby area. When enemies approach, the sapling attacks, exploding in an arcane blast that damages enemies.
Vengeful Maelstrom (ultimate): Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal damage to enemies within the vortex.
Akali
Fixed a bug where the sound of Mark of the Assassin could persist after her target died
Amumu
Base damage increased to 47 from 45
Base armor increased to 18 from 15
Tantrum passive physical damage reduction increased to 2/4/6/8/10 from 1/2/3/4/5
Despair mana cost reduced to 8 from 10 at all levels
Despair now has a new particle to match the area of effect
Anivia
Fixed a bug where Flashfrost stunned for 0.75 seconds instead of 1 second as the tooltip stated
Fixed a bug where unlike other skillshots, Flashfrost could not be cast from out of range
Glacial Storm
Initial mana cost increased to 100/150/200 from 25/35/45
Cost per second reduced to 40/50/60 from 50/70/90
Slow duration reduced to 1 second from 2.5
Rebirth
Armor/magic resist modifier changed to -40/-25/-10/5/20 from -40/-20/10/40
Rebirth now always shows the passive in the passive slot, and an additional buff in the buff bar with the current status (ready, active, or on cooldown)
Dr. Mundo
Fixed a bug where Infected Cleaver's PvP.net description was incorrect
Fiddlesticks
Base magic resistance reduced to 30 from 35
Irelia
Fixed a bug where the Transcendent Blades cooldown tooltip was incorrect
Karma
Spirit Bond now properly assigns assist markers to allies that receive the haste bonus
Fixed a bug where Spirit Bond would break friendly spell shields and not apply the haste bonus
Fixed a display bug where Spirit Bond's beam would appear at Karma's feet for enemy players
Kog'Maw
Fixed a display bug with Bio-Arcane Barrage attacks on several skins
LeBlanc
Fixed a bug where the sound of Sigil of Silence could persist after her target died
Nasus
Fixed a bug where attack damage granted by Fury of the Sands was not showing in your stats/character sheet
Fury of the Sands now updates the buff tooltip to explicitly state how much attack damage granted
Olaf
Fixed a bug where Undertow could hit the same target twice
Pantheon
Heartseeker Strike now deals damage slower - it takes 0.5 seconds longer to deal full damage
Grand Skyfall now has a small area near the center that deals full damage (previously it was impossible to deal full damage to any target)
Rammus
Powerball speed reduced by about 15%
Renekton
Fixed a bug where Slice and Dice would remember your order after casting, causing him to move toward previous locations
Ryze
Overload
Cooldown reduced to 3.5 from 11/10/9/8/7
Base Damage reduced to 30/55/80/105/130 from 50/90/130/170/210
Mana cost changed to 70/70/70/70/70 from 30/65/80/95/110
Missile speed increased to 1400 from 1200
Ability power ratio decreased to .2 from .45
Range increased to 675 from 600
Rune Prison
No longer deals damage per tick and deals 60/95/130/165/200 damage up front (down from 80/120/160/200/240 over the duration)
Ability power ratio changed to a flat .6 from .4/.6/.8/1/1.2 (depending on snare duration)
Now deals 5% of Ryze's maximum mana in bonus damage
Cast range increased to 625 from 600
Duration reduced to 1/1.25/1.5/1.75/2 from 1.2/1.5/1.8/2.1/2.4
Spell flux
Ability power ratio per hit reduced to .35 from .38
Cooldown increased to 14 from 9
Mana cost reduced to 60/75/90/105/120 from 60/80/100/120/140
Cast range increased to 675 from 625
Base damage reduced to 50/70/90/110/130
Desperate Power
No longer grants ability power but now grants 15% spell vamp
Area of effect damage percentage reduced to 50% from 65%
Cooldown changed to 70/60/50 from 50/50/50
Duration changed to 5/6/7 from 8
Now grants a passive 75/150/225 mana
General
Reduced base magic resistance to 30 from 35
Fixed a bug where Ryze's base mana regen did not get updated properly during the previous patch's revamp
Sivir
Boomerang Blade
Damage reduction to each subsequent target increased to 20% from 10%
Now scales from bonus attack damage instead of total attack damage
Base damage increased to 75/120/165/210/255 from 20/70/120/170/220
Attack damage ratio increased to .95 from .75
Tryndamere
Fixed a bug where Undying Rage could not be used while suppressed
Vladimir
Crimson Pact Bonus ability power gained reduced to 1 ability power per 40 bonus health from 25 health
Sanguine Pool no longer grants a speed bonus on use
Fixed a bug where Turrets would sometimes idle while Vladimir was pooled
Fixed a bug where Sanguine Pool would occasionally not properly draw aggro upon exiting his pool
Zilean
Base magic resistance reduced to 30 from 35
Items
Fixed a bug where Vampiric Scepter improperly showed it could build into Malady
Sight Wards and Wriggle's Lantern wards now have a green top
Vision Wards now have a pink top
Doran's Shield
Fixed a bug where it said it provided 9 armor but actually provided 8
Armor increased to 10 from 8
Health regen per 5 seconds reduced to 8 from 10
Frozen Heart
Combine cost reduced to 650 from 800
Cooldown reduction decreased to 20% from 25%
Glacial Shroud
Combine Cost reduced to 425 from 575
Cooldown reduction decreased to 15% from 20%
Ionian Boots of Lucidity cost increased to 700 from 550
Quicksilver Sash magic resistance increased to 56 from 48
Randuin's Omen cooldown reduction decreased to 5% from 8%
Spirit Visage cooldown reduction decreased to 10% from 12%
Soul Shroud cooldown aura reduced to 10% from 15%
New Item: Morello's Evil Tome
Builds out of Fiendish Codex and Blasting Wand (Total Cost of 2350)
+75 ability power
+12 mana regeneration per 5
UNIQUE passive: 15% cooldown reduction
General
Added a new UI to better convey Shields on the health bar.
Surrender time on Summoner's Rift reduced to 20 minutes from 25
Surrender time on Twisted Treeline reduced to 15 minutes from 17
Smite now deals true damage instead of magic damage
Updated tooltips for Akali, Annie, Ashe, Caitlyn, Cassiopeia, Jax, Malphite, Rammus, Singed, and Zilean
Haha wow I just bought Tryndamere and started playing him recently. I always cursed good warwick and malzahar players but now it seems I won't have to!
Do any of you Tryndamere players buy a defensive item after your core? I like to get some mr or armour after I get my infinity edge so I last a little longer before I have to use ult.
edit: new surrender time is also kindof nice.
StokedUp on
[SIGPIC][/SIGPIC]
Gamertag(SSF4/MW2)StokedAidzzzSC2 ID Stoked.655 Uploaded SC2 Replays
Man this will make figuring out when to smite so much easier and will make jungling in general a lot easier. So good.
I don't like them nerfing Doran Shield HP regen, it seems they really don't want people to start with Doran items anymore, so I question why they are even in the game. I mean I never buy Doran Blade as a starting item anymore on any champion, that won't change, now I might not get the shield either. So that leaves Doran Ring as the lone viable Doran item, yay...
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
0
Options
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
really like that new AP CDR item because I am so fucking terrible at using DFG properly.
I am disappoint
The cheaper cost is also nice.
The issue is that the main champions I find myself getting it on are Ryze (who I use it okay on) and Lux (who I feel needs to get too close to use it properly sometimes).
Man this will make figuring out when to smite so much easier and will make jungling in general a lot easier. So good.
I don't like them nerfing Doran Shield HP regen, it seems they really don't want people to start with Doran items anymore, so I question why they are even in the game. I mean I never buy Doran Blade as a starting item anymore on any champion, that won't change, now I might not get the shield either. So that leaves Doran Ring is the lone viable Doran item, yay...
You say that, but you also sneer at Ashe players who arrive in mid without an HP item when they're against your Trist. What item do you suggest they get to avoid getting gibbed at 6?
I am really unmoved by these Ryze changes. They don't seem particularly good. However, they don't mention that his passive has changed, which means presumably the new combo is overload ult overload rune prison overload spell flux overload OVERLOAD OVERLOADDDDDDDD
Fixed a bug where Undying Rage could not be used while suppressed
Yep, I said this was true but nobody believed meeeeeeeeeeeeeee
New Item: Morello's Evil Tome
Builds out of Fiendish Codex and Blasting Wand (Total Cost of 2350)
+75 ability power
+12 mana regeneration per 5
UNIQUE passive: 15% cooldown reduction
AY LAIK DIS
this is exactly how i feel, the overload change looks kinda fun but otherwise i'm like... blurgh... i won't kill people instantly? thats not fun
nealcm on
0
Options
SaldonasSee you space cowboy...Registered Userregular
edited February 2011
Nice, so the AI will be going live very soon. Shweet! I see a lot of friends coming back to play.
* No longer grants ability power but now grants 15% spell vamp
I don't play Ryze but I'm gonna go ahead and say that this is not a good thing. Other than that I'm liking this patch
Mostly good yeah. They seemed to have stayed true to the idea of the Ryze mage carry. I mean...you're giving up the roflstomp combo at the early phases for a much larger team fight presence later. Will be interesting to see how it works out, he'll probably be about the same though.
Loving that smite change, and really happy to see those Mu changes, looks like he might actually be able to lane now.
overload can be used as frequently as transfusion and it has more range than caitlyn.
gonna buy ryze tomorrow
Overload now has a not inconsequential mana cost.
If you felt he had mana issues in the past
Well
gonna get me a chalice
gonna spam some shit
unintentional on
0
Options
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
edited February 2011
Those Ryze changes look a little more like a nerf than a buff/rework to me
Nah I don't think it's a straight up nerf.
Note that:
Cooldown reduced to 3.5 from 11/10/9/8/7
on overload, plus missile speed increase and range increase. So given how often you could fire it before, this will more than double the number of overloads I'm shooting.
Rune Prison is no longer railed by olaf's ult and merc treads / cleanse. Which is nice. Makes it more dependable. Scaling with mana should more than make up for the loss of ap ratio, because in practice you mostly only got 0.8 out of it when hitting somebody with merc treads so 0.6 isn't to big a hit
Also the cooldown increase on spell flux should be ameliorated by the number of overloads + his passive
However in practice this may be screwed by his cast times.
Those Ryze changes look a little more like a nerf than a buff/rework to me
Nah I don't think it's a straight up nerf.
Note that:
Cooldown reduced to 3.5 from 11/10/9/8/7
on overload, plus missile speed increase and range increase. So given how often you could fire it before, this will more than double the number of overloads I'm shooting.
Rune Prison is no longer railed by olaf's ult and merc treads / cleanse. Which is nice. Makes it more dependable. Scaling with mana should more than make up for the loss of ap ratio, because in practice you mostly only got 0.8 out of it when hitting somebody with merc treads so 0.6 isn't to big a hit
Also the cooldown increase on spell flux should be ameliorated by the number of overloads + his passive
However in practice this may be screwed by his cast times.
gonna get me a chalice
gonna spam some shit
If you buy chalice on ryze I will ovarypunch you
what is your mana plan then? tear + catalyst?
unintentional on
0
Options
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
edited February 2011
what is your mana plan then? tear + catalyst?
Anything that gives you mana
Just
don't buy chalice
don't do ittttttttttttttttt
He is literally the number one champion to maximise mana pool on while ignoring regen
surrealitycheck on
0
Options
Alfred J. Kwakis it because you were insultedwhen I insulted your hair?Registered Userregular
edited February 2011
There's probably no single champion that killed me as many times as Morde. That's depressing, come to think of it.
Person that mentioned being sick of some of the streamers, TreeEskimo is finally streaming a bit.
Celethang on
0
Options
Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
edited February 2011
TO THE JUNGLE!
Oh, how I stomped them. I stomped them with my metal toes and bits and things.
KimChi died in mid against their Trynd (solo mid). So I walked in after only having completed my mini golems and wraiths. Tryn thought he would spin at me to win. But he can only spin for like 1 second, so he did not win. I won. Then I wandered back in the jungle to continue as KimChi returned from the afterlife.
Glacial Shroud/Frozen Heart: Dropping 300g in the whole recipe for 5% CDR seems like a fair trade.
Morello's Evil Tome feels strictly superior to Nashor's Tooth - for 500g you lose 50% AS and 10% CDR while gaining 20 AP and 2 manaregen/5, so besides Taric and Kayle which AP champs are really hurting for attack speed? An Elixir of Brilliance can cover the CDR difference twice in the match and give a nice AP bonus to boot. I'm not clamoring for it, but Stinger/Nashor's Tooth might be on their way out in the future.
Look at that initial Glacial Storm mana cost and slow duration; laning against her post-6 should be less intimidating now.
Jungle Amumu deserves a closer look post-patch.
Ryze's Overload has a base cooldown of 3.5sec; this goes as low as 2.1sec with max CDR...now add in his passive, which drops 1sec per spell cast...
You say that, but you also sneer at Ashe players who arrive in mid without an HP item when they're against your Trist. What item do you suggest they get to avoid getting gibbed at 6?
That's the problem, isn't it? I don't like the Doran changes at all. It puts players in a position without good choices. I've actually started buying a Ruby Crystal on some champions just because if I'm not going to be able to get a health potion, why not? At least it builds into something useful later.
I don't see how crushing early health regeneration in lane improves games.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
He is literally the number one champion to maximise mana pool on while ignoring regen
singed, you peasant.
I look forward to all the ryze scum I will plow through this week. no more bonus ap on his ult? overload got destroyed, o you think it's a buff? what you gonna level orverload over spell flux now? I welcome it.
Minerva_SC on
"If a cherry pie filled cape is wrong, I don't want to be right.
I'm dead serious."
Person that mentioned being sick of some of the streamers, TreeEskimo is finally streaming a bit.
Watching the first 5-10 minutes of this match reinforces two of my hypotheses on team composition:
1.) Singed duo is strongest if your lanemate has a stun, heal, and/or shield. Singed will take a boatload of harass anytime he approaches the creeps becase he has zero ranged harass and it's always telegraphed so he needs some sort of cover.
2.) If your team doesn't have a Taric, Janna, or Zilean, grab one. Soraka definitely has niche uses (especially as a counterpick to mage-heavy teams, or just Karthus's ultimate) and I have no idea how well Karma fills this role.
I don't know why his team even fought over that dragon when Tree was farming top (4v5) and there is no way they could win even if it was a full 5 on 5 teamfight. The only possible way they could catch up is turtling and farming.
That's the kind of mistake you see in my low Elo games
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
Posts
Totemic Maokai
Charred Maokai
Longhorn Alistar
PVP.net v1.29.23
Created a new UI flow for joining games of all types
Updated the Friend List UI
Runes are now stacked in the Summoner profile
A new game mode approaches: Co-op vs. AI!
This mode pits a team of all human players against a team of all AI bots on Summoner's Rift.
This mode is supported by matchmaking, and allows summoners to join the queue solo or with friends.
Summoners may choose between two AI bot difficulty settings: Beginner or Intermediate.
IP and XP rewards are earned, and adjusted based on summoner level and difficulty setting.
The following bots are enabled for Co-op vs. AI:
Annie
Ashe
Cho'Gath
Miss Fortune
Nunu
Renekton
Ryze
Shen
Soraka
Taric
Trundle
Warwick
Coop versus AI will be available to play in the coming days after the patch goes live, but not on release day.
XP & IP Rate Changes
We have completely overhauled the IP and XP system in order to make it more fair. Our intention was to leave the overall XP and IP gained by players unchanged.
Previously, IP and XP were awarded for winning or losing a game. Now, they are granted based on how long the game was, and whether you won or lost.
In a long game, you will make significantly more XP and IP than before. However, in a very short game, you will make less IP and XP. We found it frustrating to be stuck in an hour long games, and then get what was effectively 30 minutes of IP reward.
When calculating the number of minutes the game took, we only award for actual game time. However, we give all games a small fixed bonus reward, which is to give you credit for time in queue and champion selection.
Other details:
We have also tweaked the formulas so that new players get larger quantities of IP in their first 10 or so levels so that they can unlock their first Champions more quickly.
First Win of the Day remains unchanged – it is still a flat bonus you will receive when you are eligible.
We removed the no-leave-streak bonus and increased the IP rewards in general to compensate. The reason we did this is because we felt that with the new LeaverBuster system, this was no longer necessary.
League of Legends v1.0.0.111
Maokai, the Twisted Treant
Sap Magic (passive): Each time a champion near Maokai casts a spell, he gains a charge of Magical Sap. When he has 5 charges, Maokai's next melee attack drains energy from his target, healing him for a percentage of his maximum HP.
Arcane Smash: Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, damaging and slowing his enemies.
Twisted Advance: Maokai dissolves into a cloud of arcane energies. He regrows near a target enemy, dealing damage and rooting it in place.
Sapling Toss: Maokai hurls a sapling, dealing damage on impact. The sapling becomes implanted in the ground, warding a nearby area. When enemies approach, the sapling attacks, exploding in an arcane blast that damages enemies.
Vengeful Maelstrom (ultimate): Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal damage to enemies within the vortex.
Akali
Fixed a bug where the sound of Mark of the Assassin could persist after her target died
Amumu
Base damage increased to 47 from 45
Base armor increased to 18 from 15
Tantrum passive physical damage reduction increased to 2/4/6/8/10 from 1/2/3/4/5
Despair mana cost reduced to 8 from 10 at all levels
Despair now has a new particle to match the area of effect
Anivia
Fixed a bug where Flashfrost stunned for 0.75 seconds instead of 1 second as the tooltip stated
Fixed a bug where unlike other skillshots, Flashfrost could not be cast from out of range
Glacial Storm
Initial mana cost increased to 100/150/200 from 25/35/45
Cost per second reduced to 40/50/60 from 50/70/90
Slow duration reduced to 1 second from 2.5
Rebirth
Armor/magic resist modifier changed to -40/-25/-10/5/20 from -40/-20/10/40
Rebirth now always shows the passive in the passive slot, and an additional buff in the buff bar with the current status (ready, active, or on cooldown)
Dr. Mundo
Fixed a bug where Infected Cleaver's PvP.net description was incorrect
Fiddlesticks
Base magic resistance reduced to 30 from 35
Irelia
Fixed a bug where the Transcendent Blades cooldown tooltip was incorrect
Karma
Spirit Bond now properly assigns assist markers to allies that receive the haste bonus
Fixed a bug where Spirit Bond would break friendly spell shields and not apply the haste bonus
Fixed a display bug where Spirit Bond's beam would appear at Karma's feet for enemy players
Kog'Maw
Fixed a display bug with Bio-Arcane Barrage attacks on several skins
LeBlanc
Fixed a bug where the sound of Sigil of Silence could persist after her target died
Nasus
Fixed a bug where attack damage granted by Fury of the Sands was not showing in your stats/character sheet
Fury of the Sands now updates the buff tooltip to explicitly state how much attack damage granted
Olaf
Fixed a bug where Undertow could hit the same target twice
Pantheon
Heartseeker Strike now deals damage slower - it takes 0.5 seconds longer to deal full damage
Grand Skyfall now has a small area near the center that deals full damage (previously it was impossible to deal full damage to any target)
Rammus
Powerball speed reduced by about 15%
Renekton
Fixed a bug where Slice and Dice would remember your order after casting, causing him to move toward previous locations
Ryze
Overload
Cooldown reduced to 3.5 from 11/10/9/8/7
Base Damage reduced to 30/55/80/105/130 from 50/90/130/170/210
Mana cost changed to 70/70/70/70/70 from 30/65/80/95/110
Missile speed increased to 1400 from 1200
Ability power ratio decreased to .2 from .45
Range increased to 675 from 600
Rune Prison
No longer deals damage per tick and deals 60/95/130/165/200 damage up front (down from 80/120/160/200/240 over the duration)
Ability power ratio changed to a flat .6 from .4/.6/.8/1/1.2 (depending on snare duration)
Now deals 5% of Ryze's maximum mana in bonus damage
Cast range increased to 625 from 600
Duration reduced to 1/1.25/1.5/1.75/2 from 1.2/1.5/1.8/2.1/2.4
Spell flux
Ability power ratio per hit reduced to .35 from .38
Cooldown increased to 14 from 9
Mana cost reduced to 60/75/90/105/120 from 60/80/100/120/140
Cast range increased to 675 from 625
Base damage reduced to 50/70/90/110/130
Desperate Power
No longer grants ability power but now grants 15% spell vamp
Area of effect damage percentage reduced to 50% from 65%
Cooldown changed to 70/60/50 from 50/50/50
Duration changed to 5/6/7 from 8
Now grants a passive 75/150/225 mana
General
Reduced base magic resistance to 30 from 35
Fixed a bug where Ryze's base mana regen did not get updated properly during the previous patch's revamp
Sivir
Boomerang Blade
Damage reduction to each subsequent target increased to 20% from 10%
Now scales from bonus attack damage instead of total attack damage
Base damage increased to 75/120/165/210/255 from 20/70/120/170/220
Attack damage ratio increased to .95 from .75
Tryndamere
Fixed a bug where Undying Rage could not be used while suppressed
Vladimir
Crimson Pact Bonus ability power gained reduced to 1 ability power per 40 bonus health from 25 health
Sanguine Pool no longer grants a speed bonus on use
Fixed a bug where Turrets would sometimes idle while Vladimir was pooled
Fixed a bug where Sanguine Pool would occasionally not properly draw aggro upon exiting his pool
Zilean
Base magic resistance reduced to 30 from 35
Items
Fixed a bug where Vampiric Scepter improperly showed it could build into Malady
Sight Wards and Wriggle's Lantern wards now have a green top
Vision Wards now have a pink top
Doran's Shield
Fixed a bug where it said it provided 9 armor but actually provided 8
Armor increased to 10 from 8
Health regen per 5 seconds reduced to 8 from 10
Frozen Heart
Combine cost reduced to 650 from 800
Cooldown reduction decreased to 20% from 25%
Glacial Shroud
Combine Cost reduced to 425 from 575
Cooldown reduction decreased to 15% from 20%
Ionian Boots of Lucidity cost increased to 700 from 550
Quicksilver Sash magic resistance increased to 56 from 48
Randuin's Omen cooldown reduction decreased to 5% from 8%
Spirit Visage cooldown reduction decreased to 10% from 12%
Soul Shroud cooldown aura reduced to 10% from 15%
New Item: Morello's Evil Tome
Builds out of Fiendish Codex and Blasting Wand (Total Cost of 2350)
+75 ability power
+12 mana regeneration per 5
UNIQUE passive: 15% cooldown reduction
General
Added a new UI to better convey Shields on the health bar.
Surrender time on Summoner's Rift reduced to 20 minutes from 25
Surrender time on Twisted Treeline reduced to 15 minutes from 17
Smite now deals true damage instead of magic damage
Updated tooltips for Akali, Annie, Ashe, Caitlyn, Cassiopeia, Jax, Malphite, Rammus, Singed, and Zilean
Do any of you Tryndamere players buy a defensive item after your core? I like to get some mr or armour after I get my infinity edge so I last a little longer before I have to use ult.
edit: new surrender time is also kindof nice.
Gamertag(SSF4/MW2)StokedAidzzzSC2 ID Stoked.655
Uploaded SC2 Replays
I don't like them nerfing Doran Shield HP regen, it seems they really don't want people to start with Doran items anymore, so I question why they are even in the game. I mean I never buy Doran Blade as a starting item anymore on any champion, that won't change, now I might not get the shield either. So that leaves Doran Ring as the lone viable Doran item, yay...
The issue is that the main champions I find myself getting it on are Ryze (who I use it okay on) and Lux (who I feel needs to get too close to use it properly sometimes).
You say that, but you also sneer at Ashe players who arrive in mid without an HP item when they're against your Trist. What item do you suggest they get to avoid getting gibbed at 6?
this is exactly how i feel, the overload change looks kinda fun but otherwise i'm like... blurgh... i won't kill people instantly? thats not fun
Switch: SW-1493-0062-4053
gonna buy ryze tomorrow
I don't play Ryze but I'm gonna go ahead and say that this is not a good thing. Other than that I'm liking this patch
If you felt he had mana issues in the past
Well
Mostly good yeah. They seemed to have stayed true to the idea of the Ryze mage carry. I mean...you're giving up the roflstomp combo at the early phases for a much larger team fight presence later. Will be interesting to see how it works out, he'll probably be about the same though.
Loving that smite change, and really happy to see those Mu changes, looks like he might actually be able to lane now.
gonna get me a chalice
gonna spam some shit
Nah I don't think it's a straight up nerf.
Note that:
Cooldown reduced to 3.5 from 11/10/9/8/7
on overload, plus missile speed increase and range increase. So given how often you could fire it before, this will more than double the number of overloads I'm shooting.
Rune Prison is no longer railed by olaf's ult and merc treads / cleanse. Which is nice. Makes it more dependable. Scaling with mana should more than make up for the loss of ap ratio, because in practice you mostly only got 0.8 out of it when hitting somebody with merc treads so 0.6 isn't to big a hit
Also the cooldown increase on spell flux should be ameliorated by the number of overloads + his passive
However in practice this may be screwed by his cast times.
If you buy chalice on ryze I will ovarypunch you
Anything that gives you mana
Just
don't buy chalice
don't do ittttttttttttttttt
He is literally the number one champion to maximise mana pool on while ignoring regen
Streaming 8PST on weeknights
alrighty
I suppose his new ultimate gives him about seven bonus ability power per archangel staff :P
sexism at work my friends
sexism at work
morgana.jpg
Oh, how I stomped them. I stomped them with my metal toes and bits and things.
KimChi died in mid against their Trynd (solo mid). So I walked in after only having completed my mini golems and wraiths. Tryn thought he would spin at me to win. But he can only spin for like 1 second, so he did not win. I won. Then I wandered back in the jungle to continue as KimChi returned from the afterlife.
Then the stomping continued, et cetera.
That's the problem, isn't it? I don't like the Doran changes at all. It puts players in a position without good choices. I've actually started buying a Ruby Crystal on some champions just because if I'm not going to be able to get a health potion, why not? At least it builds into something useful later.
I don't see how crushing early health regeneration in lane improves games.
Would prefer to see things to spice up laning phase.
Or at least things with interesting abilities.
so many items in dota had actives man
singed, you peasant.
I look forward to all the ryze scum I will plow through this week. no more bonus ap on his ult? overload got destroyed, o you think it's a buff? what you gonna level orverload over spell flux now? I welcome it.
I'm dead serious."
Watching the first 5-10 minutes of this match reinforces two of my hypotheses on team composition:
1.) Singed duo is strongest if your lanemate has a stun, heal, and/or shield. Singed will take a boatload of harass anytime he approaches the creeps becase he has zero ranged harass and it's always telegraphed so he needs some sort of cover.
2.) If your team doesn't have a Taric, Janna, or Zilean, grab one. Soraka definitely has niche uses (especially as a counterpick to mage-heavy teams, or just Karthus's ultimate) and I have no idea how well Karma fills this role.
eh, dota had so many active items because there was no ability scaling. Too many active items in LoL could be tricky.
I'm dead serious."
I level overload first in about 50% of games anyway.
If you had a clue it gave you just as good deeps
Champs that want CDR and MP5 go get blue buff and hit cap.
Now, say it had an active that reduced your cooldowns by a few seconds instead... that would be interesting.
Edit: Yeah, poor Tree. I just couldn't watch any more...
That's the kind of mistake you see in my low Elo games
Yup just make sure everyone has blue buff and you're all set.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!