League of Legends - Page 14
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azndsh
United States4447 Posts
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Southlight
United States11766 Posts
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ZERG_RUSSIAN
10417 Posts
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Southlight
United States11766 Posts
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b3h47pte
United States1317 Posts
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
England2167 Posts
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Flicky
England2661 Posts
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. | ||
Jazriel
Canada404 Posts
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. | ||
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Flicky
England2661 Posts
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. | ||
b3h47pte
United States1317 Posts
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
United States5775 Posts
I agree though, the HoN community is absolutely terrible, I might give LoL a try | ||
Southlight
United States11766 Posts
Edit: Also can't believe they buffed Jax. Really? Like he wasn't strong enough? | ||
b3h47pte
United States1317 Posts
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Southlight
United States11766 Posts
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... | ||
inertinept
Bangladesh1195 Posts
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NeoIllusions
United States37500 Posts
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. | ||
Durak
Canada3684 Posts
I'm surprised no one mentioned the huge change to flash. I might not auto take it anymore. | ||
inertinept
Bangladesh1195 Posts
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. | ||
Haemonculus
United States6980 Posts
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Southlight
United States11766 Posts
Harassment? How bout some 300 damage harassment coming right up! T_T | ||
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