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League of Legends - Page 14

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azndsh
Profile Blog Joined August 2006
United States4447 Posts
December 01 2009 00:37 GMT
#261
I meant tristana hehe, yeah I played her today for the first time, she's too item-dependent to be of much use before late game
Southlight
Profile Blog Joined August 2007
United States11768 Posts
December 01 2009 02:18 GMT
#262
[image loading]
oraoraoraoraoraoraoraora
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
December 01 2009 02:21 GMT
#263
That's happened to me before, it should fix itself within like 30 seconds. If it doesn't, alt+tab.
I'm on GOLD CHAIN
Southlight
Profile Blog Joined August 2007
United States11768 Posts
December 01 2009 02:23 GMT
#264
I alt-tabbed, restarted client, everything. Played out the game being screwed by that, prolly exacerbated our team's disadvantage ;/
oraoraoraoraoraoraoraora
b3h47pte
Profile Blog Joined May 2007
United States1317 Posts
December 01 2009 02:51 GMT
#265
Oh Riot and their AMAZING programming team ):
I remembered once when someone DC'd and came back into the game as the same hero on the OTHER team. terrible. Although i have to admit i've never seen that bug before, did you report it?
jtype
Profile Blog Joined April 2009
England2167 Posts
December 01 2009 03:50 GMT
#266
Lol! I remember one time, queueing up to join a 5-man premade with some friends, then connecting to a game as someone I hadn't selected, with people I didn't know, 25 mins into a game. :O
Flicky
Profile Blog Joined December 2008
England2674 Posts
December 01 2009 11:18 GMT
#267
On December 01 2009 11:23 Southlight wrote:
I alt-tabbed, restarted client, everything. Played out the game being screwed by that, prolly exacerbated our team's disadvantage ;/


It's usually anti-aliasing. The game doesn't support it and this happens if you try and play.
Liquipedia"I was seriously looking for a black guy" - MrHoon
Jazriel
Profile Joined April 2008
Canada404 Posts
December 01 2009 11:35 GMT
#268
I feel bad for all of you still playing LoL. As much as I liked it, it is just too poorly designed and managed.

HoN took a while to get used to, especially since it's been so long since I've played DotA but it truly is a game of skill. Unlike LoL.

If you don't already, I suggest you try and play HoN instead of LoL. The "community" is exactly the same really (assholes everywhere and friends in a few places) so the general gaming experience is based solely on the design of the game, where HoN is clearly superiour.
#1 LoL player
Flicky
Profile Blog Joined December 2008
England2674 Posts
December 01 2009 12:07 GMT
#269
On December 01 2009 20:35 Jazriel wrote:
I feel bad for all of you still playing LoL. As much as I liked it, it is just too poorly designed and managed.

HoN took a while to get used to, especially since it's been so long since I've played DotA but it truly is a game of skill. Unlike LoL.

If you don't already, I suggest you try and play HoN instead of LoL. The "community" is exactly the same really (assholes everywhere and friends in a few places) so the general gaming experience is based solely on the design of the game, where HoN is clearly superiour.


HoN is a stolen idea that is based on a well made game that is limited by hardware. I cannot go back to HoN. It's so slow and dull. Playing as a spell caster in HoN is horrible compared to LoL due to having no mana and spells costing a ridiculous amount not to mention you stop scaling very quickly with there being no ability power items. The towers in LoL are consistant and don't behave randomly and shoot you unless there's a reason. There's no control points on the map which means teams will try to control (For example, the dragon, 4 rune creeps and Baron nashor in LoL compared to 1 rune spawn and Kongor, and who has ever seen a fight for the rune in HoN?) which means team fights are much rarer. There's no reason to continue playing HoN between games (Runes, masteries and so on give a much better connection to a character than the nothing in HoN). Denying and gold lost on death in HoN is such an annoying mechanic that totally screws over so many heroes and worse players have no chance. There's so much more variety in builds for characters in LoL than HoN where it's pretty much 1 way to build every character.

Also, there's no way the HoN players are the same as the LoL players. LoL players are much quieter and there are much less stupid annoying twats than HoN. I've never seen a LoL player go into a HoN thread and essentially call everyone stupid for not playing their preferred game.

I don't care if they claim they supposedly got Icefrogs 'blessing', HoN have stolen so much. Barely an original idea in it, and most of those ideas are terrible.

Put it this way, DotA was a great game, HoN is an ugly deformed version of DotA. If I want to play DotA, I'll go play DotA not HoN.
Liquipedia"I was seriously looking for a black guy" - MrHoon
b3h47pte
Profile Blog Joined May 2007
United States1317 Posts
Last Edited: 2009-12-01 13:33:31
December 01 2009 13:29 GMT
#270
On December 01 2009 20:35 Jazriel wrote:
I feel bad for all of you still playing LoL. As much as I liked it, it is just too poorly designed and managed.

HoN took a while to get used to, especially since it's been so long since I've played DotA but it truly is a game of skill. Unlike LoL.

If you don't already, I suggest you try and play HoN instead of LoL. The "community" is exactly the same really (assholes everywhere and friends in a few places) so the general gaming experience is based solely on the design of the game, where HoN is clearly superiour.


Hello, Welcome to the LEAGUE OF LEGENDS thread. How are you doing? Don't like the game? I suggest you go to the [HoN/DotA] Let's Play~!! thread here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=64016

Have a nice day. However if you ever do feel like playing League of Legends, please feel free to add us.

- -;
Geez. People these days.

On a side note. Huge ass update scheduled for tomorrow:
+ Show Spoiler +


This version will be deployed during the scheduled maintenance on 12/02/2009, downtime information can be found here: http://www.leagueoflegends.com/board...ad.php?t=30497

PVP.net version 32
Fixed a bug where players were not transitioning from champion selection to the game.
Localized Champion "Choose Me" sounds for foreign languages
Greatly reduced network traffic of the PVP.net client in certain situations.
Fixed unlocalized Text in the "Recently Played" Section of the Buddy List
Fixed a bug where a player would receive a maestro error when entering champion select.
Fixed a bug where a players status would not set default to online on login
Loading immediately after log-in has been optimized further.
Fixed a bug in Champion Select, where no masteries were being displayed in the mastery overlay
Fixed a bug with inviting buddies to an arranged team where the summoner icon didn't fit in the invited buddies section
Optimized the PVP.net client further. Users should notice increased responsiveness on transitions and loading.
Added the Winter Version of Summoner's Rift to Normal Games. You will randomly receive this map when matched.
Fixed a bug where players could not see their teammates when invited to an arranged team

League of Legends version 1.0.0.60

Udyr - The Animal Spirit
Tiger Stance:
Activation - Udyr's next attack will deal a high amount of damage over 2 seconds (based on his attack damage).
Persistent Effect - Udyr's attack speed is passively increased. In addition, Udyr splits his attacks into 3 lightning fast hits. On hit effects only trigger off the first hit.
Turtle Stance:
Activation - Udyr gains a temporary shield that absorbs damage.
Persistent Effect - Udyr's attacks cannot crit, but he restores his health and mana equivalent to a percentage of his damage dealt.
Bear Stance:
Activation - Udyr gains a large movement speed increase for a short duration.
Persistent Effect - Udyr's attacks stun his target for 1 second. This effect cannot occur on the same target for several seconds.
Phoenix Stance:
Activation - Udyr sends out pulsing waves of fire dealing damage to nearby foes for 5 seconds.
Persistent Effect - Every third attack, Udyr engulfs enemies in front him in flame.
Monkey's Agility (Passive) - Entering a stance grants Udyr a temporary buff that increases his attack speed by 12% and dodge chance by 6%. This effect can stack.

Alistar
Triumphant Roar: *Bug Fix* Cooldown is no longer reduced by some spells - e.g. Poison Trail, Cannon Barrage, etc.

Amumu
Fixed a bug with Bandage Toss which caused it to deal too much damage
Tantrum Damage reduced to 75/100/125/150/175 from 100/120/140/160/180

Anivia
Glacial Storm Slow Duration reduced to 2.5 from 3
Fixed a bug with Rebirth where some buffs caused the Cooldown to reset infinitely

Ashe
Enchanted Crystal Arrow Damage reduced to 250/425/600 from 300/500/700
Enchanted Crystal Arrow Max Stun Duration reduced to 3.5 from 4.5
Enchanted Crystal Arrow Slow Duration changed to 3.5/3.5/3.5 from 3/4/5

Blitzcrank
Updated Recommended Items
Rocket Grab will now fire directionally, even if targeting a point outside of the cast range

Cho'Gath
Vorpal Spikes Ability Power Ratio reduced to .2 from .25
Feral Scream Ability Power Ratio reduced to .7 from .75
Rupture Cast Range reduced to 950 from 1000

Corki
Phosphorous Bomb Blind Duration reduced to 3 from 4
Valkyrie Cast Range reduced to 900 from 1000

Dr. Mundo
Infected Cleaver will now fire directionally, even if targeting a point outside of the cast range

Fiddlesticks
Drain no longer begins channeling if the target is shielded

Gangplank
Cannon Barrage Slow % reduced to 40/50/60 from 40/55/70
Cannon Barrage Damage reduced to 140/200/260 from 160/220/280
Grog Soaked Blade: Healing reduction effect increased to 65% from 50%
Grog Soaked Blade: Duration increased to 10 seconds from 8

Jax
Leap Strike Cooldown reduced to 17/14/11/8/5 from 21/17/13/9/5
Empower Cleave % increased to 60 from 50
Empower’s duration to power up reduced to 3 from 4
Updated Empower’s damage per second values to 25/35/45/55/65 from 20/25/30/35/40
Ability positions were modified: Leap Strike is now Q, Empower is now W

Judicator
Holy Fervor (Reworked Passive) - When Kayle kills an enemy champion or an allied champion dies near her, she goes into a state of Holy Fervor, increasing her attack speed by 25%. This effect can stack 4 times.
Reckoning's additional damage while Holy Fervor is active now accounts for damage dealt from AP.
Increased attack speed per level to 1.65 from 1.5
Intervention cooldown increased to 90/75/60 from 75/60/45
Intervention duration decreased to 3/4/5 seconds from 4/5/6

Karthus
Lay Waste Ability Power ratio increased to .25/.5 from .2/.4

Kassadin
Force Pulse Ability Power Ratio reduced to .8 from 1

Katarina
Killer Instincts: Bouncing Blade healing reduction effect increased to 65% from 60%
Killer Instincts: Bouncing Blade healing reduction effect duration increased to 10 seconds from 8

Malphite
Ground Slam Mana Cost increased to 60/70/80/90/100 from 60/65/70/75/80
Ground Slam Attack Speed Reduction modified to 30/35/40/45/50 from 20/30/40/50/60
Reduced Malphite's base Armor to 7 from 20
Increased Malphites base Armor per Level to 3.75 from 3

Morgana
Soul Shackles no longer stuns if the buff is cleansed
Soul Shackles Stun Duration reduced to 1.5/2/2.5 from 2/2.5/3
Soul Shackles Cooldown increased to 100 from 90
Dark Binding will now fire directionally, even if targeting a point outside of the cast range

Nasus
Siphoning Strike's tooltip will now display the amount of bonus damage he's acquired

Rammus
Fixed an issue that would cause Tremors to be removed by Black Shield/Cleanse

Ryze
New Passive: Arcane Mastery - After casting a spell all other spells have their Cooldown reduced by 1.5 seconds
Overload base Damage changed to 70/105/140/175/210 from 60/110/160/210/260
Overload AP Ratio reduced to .45 from .8
Overload gains additional damage from 10% of Ryze's maximum Mana as opposed to 12% of his current Mana.
Overload Cooldown reduced to 11/10/9/8/7 from 16/14/12/10/8
Overload Mana Cost reduced to 50/65/80/95/110 from 60/90/120/150/180
Rune Prison duration reduced to .8/1.2/1.6/2/2.4 from 1/1.5/2/2.5/3
Rune Prison Mana Cost reduced to 80/95/110/125/140 from 80/100/120/140/160
Rune Prison Cooldown reduced to 14 from 16
Spell Flux has a new implementation - now a regular skill
Spell Flux bounces a static 5 times between minions, enemy champions, and Ryze
Spell Flux damage is 50/70/90/110/130
Spell Flux AP ratio is .33
Spell Flux applies a stacking -15 Magic Resistance debuff to every enemy target it hits with a max stack of 5. Duration is 5 seconds
Spell Flux Cooldown is a static 9 seconds
Spell Flux Mana Cost is 60/80/100/120/140
Spell Flux range is 700
Spell Flux missile speed drastically increased
New Ultimate: Desperate Power
Desperate Power is a self targeted instant cast buff that lasts 8 seconds
Desperate Power gives Ryze 60/100/140 additional AP and grants all of his spells 65% AoE damage
Desperate Power has 60/50/40 second Cooldown
Desperate Power costs 0 Mana.

Shaco
Jack in the Box Magic Resist increased to 100 from 50

Sivir
Spiral Blade is now called Boomerang Balde
Boomerang Balde now deals 10% reduced damage with each target hit (40% minimum)
Boomerang Balde base Damage increased to 75/125/175/225/275 from 75/100/125/150/175
Boomerang Balde now fires directionally even if targeting a point outside of the cast range
Spell Shield Duration reduced to 3 seconds from 8 seconds
Spell Shield Cooldown reduced to 28/24/20/16/12 from 55/45/35/25/15
Spell Shield restores 150 mana on successful spell block
Ricochet damage reduction on bounce decreased to 22% from 25%

Soraka
Astral Blessing now heals the target for 80/135/190/255/300 instantly (still gives an Armor buff for the duration)
Astral Blessing Mana Cost modified to 80/100/120/140/160 from 60/90/120/150/180
Health per level reduced to 67 from 70
Starcall Magic Resist reduction per stack reduced to 8 from 10

Teemo
Bantam Trap is no longer affected by Volley, Missile Barrage, and Sow the Wind
Bantam Trap Poison Duration reduced to 4 from 5
Fixed a bug where several spells would show a particle as they passed over Bantam Trap
Blinding Dart Ability Power Ratio reduced to .8 from 1
Blinding Dart Blind Duration reduced to 1.6/2.2/2.8/3.4/4 from 1.5/2.25/3/3.75/4.5
New Passive, Camouflage: if Teemo stands still for 6 seconds without taking damage, he becomes stealthed.

Tristana
Explosive Shot’s passive component no longer deactivates when on cooldown
Explosive Shot's Healing reduction effect increased to 65% from 50%.

Tryndamere
Bloodlust now activates on critical strikes as well as kills
Bloodlust now provides 4 Attack Damage and 1.5/2.25/3/3.75/4.5% Critical Damage per stack
Bloodlust Cooldown changed to 12 from 30/25/20/15/10
Bloodlust Heal reduced to 10/20/30/40/50 per stack from 90 + 30/45/60/75/90 per stack
Each time you gain Bloodlust for the first time, you gain 2 stacks instead of 1
Bloodlust Ability Power ratio increased to 1.5 from 1
Mocking Shout Health cost changed to 25 from 20/25/30/35/40
Fixed a bug with Mocking Shout that caused the tooltip to show no Health cost
Spinning Slash Range reduced to 660 from 1150
Spinning Slash Damage changed to 60/105/150/195/240 + 50% of Tryndamere's Attack Damage from 110/165/220/275/330
Spinning Slash Health Cost reduced to 40/50/60/70/80 from 30/60/90/120/150
Spinning Slash’s Cooldown is now reduced by 2 seconds each time you critically strike
Spinning Slash wil fire directionally even if targeting a point outside of the cast range
Undying Rage Duration reduced to 6 from 7
Undying Rage Cooldown reduced to 120/100/80 from 160/120/80
Reduced number of Bloodlusts gained on activating Undying Rage to 4/6/8 from 3/6/9
If Tryndamere is below 5% health when Undying Rage ends, it will heal him to 5%
Battle Fury now increases Tryndamere's Critical Chance by 0.3/0.4/0.5% per 1% Health he is missing

Twisted Fate
Destiny Duration reduced to 4/5/6 from 4/6/8

Twitch
Added listing as an Assassin, removed listing as a Fighter

Zilean
Time Bomb no longer detonates if the buff is cleansed

Summoner Spells
Flash Range reduced to 450 from 1000
Flash Cooldown reduced to 3 minutes from 6
Flash now pops incoming projectiles when used
Fortify now gives you 7 bonus damage to minions while off cooldown
Fortify no longer does splash damage, but will do splash damage when improved by the corresponding mastery
Teleport can now be canceled
Mystical Vision (Clairvoyance Talent) now properly adjust Clairvoyance cooldown
Willpower (Cleanse Talent) no longer affects Clairvoyance cooldown
Mender's Faith (Heal Talent) changed to 30 second Cooldown reduction on Heal from + 10 x lvl HP
Cleanse provides 2 seconds of debuff immunity after cast

Items
New Item - Quicksilver Sash
Combine: Negatron Cloak + 900g
Stats: 50 Magic Resistance
Active Ability: Clears all negative debuffs from the owner. 150 second cooldown.
New Item - Sword of the Occult
Combine: Longsword + 750g
Stats: 10 damage
UNIQUE Passive: Your champion gains 2 damage and +2% critical damage per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's movement speed is increased 15%.
New Item - Leviathan
Combine: Ruby Crystal + 600g
Stats: 215 Health
UNIQUE Passive: Your champion gains 37.5 health per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion takes 15% less damage.
Changed Item - Mejai's Soulstealer
Combine: Amplifying Tome + 1000g
Stats: 20 AP
UNIQUE Passive: Your champion gains 8 ability power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion's cooldowns are reduced by 10% and 200 health and mana are restored on kills and assists.
Aegis of the Legion Magic Resist Aura reduced to 25 from 40
Aegis of the Legion Armor Aura reduced to 25 from 35
Aegis of the Legion Damage Aura increased to 10 from 8
Aegis of the Legion Health increased to 300 from 285
Amplifying Tome: Updated the 'builds into' information to reflect item recipe changes
Catalyst the Protector Passive Health Restore on Level Up reduced to 300 from 425
Catalyst the Protector Passive Mana Restore on Level Up reduced to 250 from 325
Catalyst the Protector Health reduced to 325 from 400
Deathfire Grasp (new item): Mid Tier Ability Power / Mana Regeneration item with Cooldown Reduction and an active spell that deals damage based on the target's health
Executioner's Calling Lifesteal increased to 18% from 15% and increased the duration of Executioner's Mark to 12 seconds from 8 seconds
Executioner's Mark healing reduction increased to 65% from 40% and it now deals 4 damage per second
Haunting Guise (new item): Low Tier Health / Mana Regeneration Item with Cooldown Reduction and Magic Penetration
Madred's Bloodrazor Attack Damage reduced to 35 from 40
Madred's Bloodrazor % Health Damage increased to 3% from 2.5%
Madred's Razors is now UNIQUE
Sapphire Crystal: Updated the 'builds into' information to reflect item recipe changes
Sight Ward Cast Range increased to 600 from 300
Sorcerer's Shoes Magic Penetration increased to 20 from 15
Sword of the Divine (new item): Low Tier Attack Speed Item with a damage proc every 4 hits and an activated spell that grants Armor Penetration and Dodge Piercing
Vampiric Scepter: Updated the 'builds into' information to include Executioner's Calling
Vision Ward Cast Range increased to 600 from 300
Void Staff is now UNIQUE
Gold per 10 items no longer display a +x Gold over the Champion although they are still granting the Gold

General
Brush on Summoner's Rift has been redesigned. Brush on the winter map has been left as the old version for community comparison.
Gold while dead has been re-enabled
Ambient gold gain on Summoner's Rift Summer and Winter dropped to 6.5 per 5 from 7 per 5
Ambient gold gain on Twisted Treeline dropped to 8.5 per 5 from 9 per 5
Fixed an issue in the tutorial where the store had no collision boundaries

Minions
Melee minions gain 2 additional Armor every 3 minutes
Melee minions gain .5 addition Magic Resistance every 3 minutes
Melee minion gold on death increased to 22 from 20 on Summoner's Rifts and to 26 from 24 on Twisted Treeline
Caster minions gain .5 additional Armor every 3 minutes
Caster minions gain 2 additional Magic Resistance every 3 minutes
Caster minion gold on death increased to 16 from 14 on Summoner's Rifts and to 19 from 17 on Twisted Treeline
Cannon minions gain 2 additional Armor every 3 minutes
Cannon minions gain 2 additional Magic Resistance every 3 minutes
Cannon minion gold on death increased to 27 from 25 on Summoner's Rifts and to 32 from 30 on Twisted Treeline
Super minion gold on death increased to 27 from 25 on Summoner's Rifts and to 32 from 30 on Twisted Treeline

Towers
All tower ranges increased to 750 from 700
Tower target acquisition is now faster
Tower base Health reduced to 1200 from 1400
Fixed a bug that was granting turrets an additional bonus 50 Armor and Magic Resistance
Reduced backdooring defenses to 150 Armor/Magic Resistance from 200 Armor/Magic Resistance
Damage scaling per hit increased to 15% from 10%
Damage scaling max cap increased to 175% from 155%
Damage scaling cap when switching targets increased to 130% from 125%
Turret Armor and Magic Resistance decay rate reduced to 2 per 60 seconds from 3 per 60 seconds

Baron Nashor
Reduced Global Gold to 300 from 400
Moved Local Experience to Global Experience
Reduced Total Global Experience to 900 from 1200
Exalted with Baron Nashor is no longer given to dead players
Exalted with Baron Nashor is no longer absorbed by Black Shield
Exalted with Baron Nashor Max Damage/Ability Power reduced to 50 from 60
Exalted with Baron Nashor bonus Damage / Ability Power reduced by 5 for the first 35 minutes
Reduced Health Regen % per 5 to 3 from 3.5
Reduced Mana Regen per 5 to 15 from 17.5
Fixed several exploits with killing Nashor from out of range

writer22816
Profile Blog Joined September 2008
United States5775 Posts
December 01 2009 13:38 GMT
#271
I personally couldn't even get HoN to work because of some stupid main_label_update_error that countless other users are having, and the tech support is absolutely useless.

I agree though, the HoN community is absolutely terrible, I might give LoL a try
8/4/12 never forget, never forgive.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
Last Edited: 2009-12-01 14:04:27
December 01 2009 14:02 GMT
#272
Interesting updates, especially for Trynd. Kinda disappointed his ult got nerfed instead of upgraded, and the bloodlust heal got nerfed (so now he can't really solo) but I guess it's a good thing he's not dead-weight ganking.

Edit:
Also can't believe they buffed Jax. Really? Like he wasn't strong enough?
oraoraoraoraoraoraoraora
b3h47pte
Profile Blog Joined May 2007
United States1317 Posts
December 01 2009 16:47 GMT
#273
Yea I dont' know why they would do that. I'm kind of sad they nerfed Ashe though even though this nerf was kind of due since beta stages haha. I'm not sure how much I like the instant heal for Astral Blessing on Soraka either. I dunno.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
December 01 2009 17:00 GMT
#274
Yeah, like HER HEALS needed a buff, really -_-a

The Ashe nerf is ballox, it hardly solves anything. She's strong because of Volley and because her arrow is easy to aim; the stun duration helps, but the fact that it has no range and goes through creep is what makes that skill strong.

God, can't believe they buffed Jax. I know they wanted to improve Leap because it's unusable at early levels, but if they're gonna make it so he can chase you down from the start, then they've gotta nerf that ult and stun a bit... :| Now he's like a heatsinking missile from level 2...
oraoraoraoraoraoraoraora
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
December 01 2009 17:43 GMT
#275
yea I might test out jax and see how beastly he is now. Guess I have to find a new char to play as cho'gath looks pretty nerfed, especially with the mejai update. seems like he only can be built as a tank now, as rupture doesnt have that insane range to trap runners anymore.
With a gust of wind, perhaps.
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
December 01 2009 17:56 GMT
#276
Jax will be pretty hard to stop if he wants to harass you in lane.

I think it's hilarious that you think Cho'gath got a nerf considering it's -50 range on his Rupture. That's hardly a nerf, more like balance.
Also, tanky Cho'gath > AP Cho'gath.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Durak
Profile Blog Joined January 2008
Canada3685 Posts
December 01 2009 21:10 GMT
#277
I think the Ashe changes are good. The stun duration was ridiculously long but otherwise it's fine.

I'm surprised no one mentioned the huge change to flash. I might not auto take it anymore.
inertinept
Profile Blog Joined May 2008
Bangladesh1195 Posts
December 01 2009 21:27 GMT
#278
On December 02 2009 02:56 NeoIllusions wrote:
Jax will be pretty hard to stop if he wants to harass you in lane.

I think it's hilarious that you think Cho'gath got a nerf considering it's -50 range on his Rupture. That's hardly a nerf, more like balance.
Also, tanky Cho'gath > AP Cho'gath.


rupture range is what makes him an amazing lane

thats all im sayin.
With a gust of wind, perhaps.
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
December 01 2009 21:48 GMT
#279
Augh, I'm already terrified of Jax as it is. They don't need to let him start jumping on me over and over again right from the start of the game ffs!
I admire your commitment to being *very* oily
Southlight
Profile Blog Joined August 2007
United States11768 Posts
December 01 2009 23:18 GMT
#280
Yeah that's gonna be loads of fun, being jumped by a fully charged Jax from the start of the game.

Harassment? How bout some 300 damage harassment coming right up!

T_T
oraoraoraoraoraoraoraora
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