WillDaSnail Wrote:Isnt there a good number of LoL champs that deal magic damage with their skills, hence the early game thing you mentioned? O.o
Yes, but since the release of new champions from the original set, in approximate chronological order...
New Gaiz; 0.26923076923076923076923076923077
Gragas
Poppy
Udyr
Mordekaiser (I was introduced to LoL before this) Ezreal
Olaf
Shen
Kennen
Akali Garen Xin Zhao
Malzahar
Kog'Maw Urgot
Vladimir
Galio Miss Fortune
Irelia
LeBlanc
Swain
Trundle
Lux
Casseiopia Caitlyn Renekton
Karma
The ones in red were the ones who had reasonably good physical harass. Here are the rest in alphabetical order:
Original 40 + some old gaiz; 0.38095238095238095238095238095238
Just made the best move I've ever made, it was beyond great. We were loosing hard, we had only our inhibitor turrets up while they had up to the second turret on the 3 lanes, so then suddenly they're all mia and I say "Baron", we go there, I go from behind baron, throw a grenade to light up the area and the grenade kills the baron, we all get buff and my mates who where close by kill 3 of them, then some chase one who escaped while I chase the almost dead, I flash to get closer, use rockets and ace them
Anyway, we push mid till we get inhibitor then they revive and push us back, our twitch goes finish their bottom tower and then we get that inhibitor, then they kill most of us and go baron, once again we steal their baron and kill most of them, this time we finish pushing and win
I think about this song whenever there's a team fight and we simply can't win.
[video=youtube;zjYSERaXEGI]http://www.youtube.com/watch?v=zjYSERaXEGI[/video]
We know how frustrating it can be during those hectic times when you’re clamoring for a spot on PvP.net, only to find yourself face to face with a Great Steam Golem and a busy message. Well as of this patch, when the servers are at capacity, you will now be automatically placed into a login queue. Now you might be asking yourself why it is that we think that you should be excited to wait in line. Well, the new login queue system means an end to busy signals!
The new login queue will automatically provide you with an estimated wait time, and grant you access to PvP.net as soon as a space becomes available. That means no more frustrating encounters with Blitzcrank, no more refreshing the login screen, and no more anxiously waiting at the keyboard for the busy signal to end. Login will now be automatic as soon as a spot’s available!
WillDaSnail Wrote:New Login Queue System coming this patch; will be used when LoL hits max capacity.
Aka Patch Day, or when the servers are muchofkeroo'd.
Patch notes are up!
--Runes are now stacked. No more clicking 9x times or w/e.
--Coop vs. AI is here! Time to slaughter... er, win vs. bots! (In the Riot vs. Bots showcase, the players were of mediocre skill)
--IP flow for new players is much greater, so you can enjoy your first unlocked champion faster.
--IP bonus from no-leaves is removed, because it was redundant with LeaverBuster.
--IP rewards now scale slightly exponentially for your total time spent. This includes queuing up and champion select. Roflstomps will not be as rewarding per minute as compared to dragging on a game forever. Previously, if the point of the game was only for IP farming, there would have been little to no point going beyond the 45 minute mark.
--Maokai is here. Who didn't see this one coming!?
--Amumu is now a bit more effective in lanes, only slightly so in the jungle. Depending on specs, he could wander through a field of minions and not give a damn, ever.
--Anivia's casting of Glacial Storm (ult) is now about that of Flash Frost (200 mana on lvl 3? That might be a bit too much). However, maintaining it over extended periods of time has gotten significantly cheaper. Also, her passive got nerfed slightly.
--Nasus' Fury of the Sands (ult) now actually tells you how much bonus AD it gives; before it was a mystery or thought to be broken. Theorycrafters gogogo!
--Rammus' Powerball speed decreased. Ganking ability somewhat worse now, but even more significantly, he can't get back to lane as fast. (this would not have been an issue if he didn't have Taunt)
--Ryze is supposedly an AP equivalent of an AD carry now? His scalings got crappier (lol carry my ass), his cast ranges got larger (now very good in terms of ranged AD carries), his ult now grants Spellvamp and mana as opposed to AP. Rune Prison now deals all damage up front, and now is the skill that scales with Ryze's maximum mana. However, Overload's cooldown got changed to 3.5 seconds, and stats have been scaled accordingly. Combine that with his passive (-1 second on all skill cooldowns per skill cast) and CDR, and holy shyt!
--Tryndamere's Undying Rage now overrides suppression. Oh my...
--Vladimir's Sanguine Pool is only slightly less annoying and does not grant bonus MS. Which makes it even more annoying, because it did not resolve QQs about his QQQ. QQ.
--You can now tell the difference between Sight/Wriggle Wards and Vision Wards based on model alone! Hooray!
--CDR items that gave defensive stats got a hit across the board. Randuin's is not so godly anymore, but it's still a good choice vs. AS.
--Morello's Evil Tome (lol LoL community) has been introduced. It's basically a cheap tier 3 item that combines AP+MP5. Well, compared to Archangel Staff anyways. Oh, it has neat CDR as well.
--Surrender time reduced by 5 minutes for each map.
--Smite now does true damage. Lol @ Smite Morganas.
KajitiSouls Wrote:Aka Patch Day, or when the servers are muchofkeroo'd.
*thumbs up*
Regarding Amumu's Cursed Touch (passive) skill: Is it stackable with items (such as Abyssal Scepter, which reduces enemy's MR by 20) and runes (such as Mark/Magic Penetration)?
Patch Notes! (Warning: Long as hell). Bolded stuff for emphasis
* Created a new UI flow for joining games of all types
* Updated the Friend List UI * Runes are now stacked in the Summoner profile (My comment: SWEET!) * A new game mode approaches: Co-op vs. AI!
o This mode pits a team of all human players against a team of all AI bots on Summoner's Rift.
o This mode is supported by matchmaking, and allows summoners to join the queue solo or with friends.
o Summoners may choose between two AI bot difficulty settings: Beginner or Intermediate.
o IP and XP rewards are earned, and adjusted based on summoner level and difficulty setting.
o The following bots are enabled for Co-op vs. AI:
+ Annie
+ Ashe
+ Cho'Gath
+ Miss Fortune
+ Nunu
+ Renekton
+ Ryze
+ Shen
+ Soraka
+ Taric
+ Trundle
+ Warwick
o 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:
o 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.
o First Win of the Day remains unchanged – it is still a flat bonus you will receive when you are eligible.
o 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
o Initial mana cost increased to 100/150/200 from 25/35/45
o Cost per second reduced to 40/50/60 from 50/70/90
o Slow duration reduced to 1 second from 2.5
* Rebirth
o Armor/magic resist modifier changed to -40/-25/-10/5/20 from -40/-20/10/40
o 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) (My comment: Uh did you fix up his invisible mandrop glitch?)
Rammus
* Powerball speed reduced by about 15% (My comment: FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU)
Renekton
* Fixed a bug where Slice and Dice would remember your order after casting, causing him to move toward previous locations
Ryze
* Overload
o Cooldown reduced to 3.5 from 11/10/9/8/7
o Base Damage reduced to 30/55/80/105/130 from 50/90/130/170/210
o Mana cost changed to 70/70/70/70/70 from 30/65/80/95/110
o Missile speed increased to 1400 from 1200
o Ability power ratio decreased to .2 from .45
o Range increased to 675 from 600
* Rune Prison
o 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)
o Ability power ratio changed to a flat .6 from .4/.6/.8/1/1.2 (depending on snare duration)
o Now deals 5% of Ryze's maximum mana in bonus damage
o Cast range increased to 625 from 600
o Duration reduced to 1/1.25/1.5/1.75/2 from 1.2/1.5/1.8/2.1/2.4
* Spell flux
o Ability power ratio per hit reduced to .35 from .38
o Cooldown increased to 14 from 9
o Mana cost reduced to 60/75/90/105/120 from 60/80/100/120/140
o Cast range increased to 675 from 625
o Base damage reduced to 50/70/90/110/130
* Desperate Power
o No longer grants ability power but now grants 15% spell vamp
o Area of effect damage percentage reduced to 50% from 65%
o Cooldown changed to 70/60/50 from 50/50/50
o Duration changed to 5/6/7 from 8
o Now grants a passive 75/150/225 mana
* General
o Reduced base magic resistance to 30 from 35
o Fixed a bug where Ryze's base mana regen did not get updated properly during the previous patch's revamp
Sivir
* Boomerang Blade
o Damage reduction to each subsequent target increased to 20% from 10%
o Now scales from bonus attack damage instead of total attack damage
o Base damage increased to 75/120/165/210/255 from 20/70/120/170/220
o 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
o Fixed a bug where it said it provided 9 armor but actually provided 8
o Armor increased to 10 from 8 o Health regen per 5 seconds reduced to 8 from 10 * Frozen Heart
o Combine cost reduced to 650 from 800
o Cooldown reduction decreased to 20% from 25%
* Glacial Shroud
o Combine Cost reduced to 425 from 575
o 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
o Builds out of Fiendish Codex and Blasting Wand (Total Cost of 2350)
o +75 ability power
o +12 mana regeneration per 5
o 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
Will: Unless I am missing something, I see no reason to expect a change.
Played two pre made 5s games with friends tonight. First game I played annie and did pretty well, had a couple nice tibbers. Game was really close, we were losing in kills but up one tower(we had both mid towers down) as we pushed mid inhib turret, I dropped tibbers on their karthus and we killed him then they surrender. It was really random, kills were 11-10 in our favor and we were up 1 turret.
Next game I played kayle and laned with kennen vs enemy shen. We absolutely owned him for the first few levels, he had 3 minions when he hit level 6. Then their nunu came from bottom lane and OMFG his stupid fucking snowballs did so much damage. The guy was packing a lot of ap runes. So our team as a whole fell way behind in laning, they had an eve jungling who got really farmed and a few kills. Things were not going well at all until they tower dived with baron buff at our mid inhib turret. Our akali got a quadra kill(first of two this game, second one was all cause of me ) We pushed a bunch, took out their mid inhib and then fought them again at out bottom inner turret. We won the fight again and pushed top/bottom turrets. Their inhib respawned so we pushed that and had a fight just inside their base. Akali got their second quadra after i was able to ult and heal them when they got focused to like 100 hp. He was able to go invis in his circle and reset his target. Couple more heals from me and he just ripped the enemy apart. Felt pretty good to pull off a nice comeback.