Base damage increased to 30/38/46/54/62 from 28/36/44/52/60
The mechanic where turrets would gain permanent attack damage bonuses every 7 hits has been removed.
Ability Power coefficient reduced to 0.2 from 0.25.
This is an interesting change, his turrets will hit slightly harder early on (as in level one, before he would upgrade and gain ability power) but he loses late game DPS.
A level 18 Heimer with 400 ability power would hit for 60 + (400 * .25) = 160 damage 1.25 times a second for 160 * 1.25 = 210 dps per turret. With this patch he will hit for 62 + (400 * .2) = 140 damage 1.25 times a second for 140 * 1.25 = 175 dps per turret. Or 83.333% of the dps he was dealing pre-patch. That is quite a powerful nerf to his damage output from turrets.
At level 9, when he just hits level 5 turrets a Heimer will typically have about 150 ability power, pre-patch this would lead to 60 + (150 * .25) = 97.5 damage, or 121.875 dps and post-patch will yield 62 + (150 * .2) = 92 damage or 115 dps. Or 94.36% of his pre-patch dps per turret.
This change keeps helps to diminish his pushing power lategame while not effecting his early game almost at all, which I approve of (even as someone who mains heimer). However, I fear this may make him much weaker in large teamfights which often occur late game. Will there be any changes to his other abilities to help him maintain a similar presence in teamfights that he does now (which, honestly, I feel he has a good teamfight presence now and would not like to see that changed)?
Perhaps looking at the AP ratios on the Hextech Micro-Rockets (preferred change) or causing his turrets to do increased damage (perhaps by ignoring a % of their magic resist) to enemy champions while his ultimate is active?
As you can see it doesn't really effect his early game at all (in fact, posing as a minor buff unless turrets are alive forever and a day)
On August 11 2010 23:18 STS17 wrote: NB, Heimer's nerfs aren't as bad as you think. I did a quick analysis of them on the LoL forums: Here's what I found:
Base damage increased to 30/38/46/54/62 from 28/36/44/52/60
The mechanic where turrets would gain permanent attack damage bonuses every 7 hits has been removed.
Ability Power coefficient reduced to 0.2 from 0.25.
This is an interesting change, his turrets will hit slightly harder early on (as in level one, before he would upgrade and gain ability power) but he loses late game DPS.
A level 18 Heimer with 400 ability power would hit for 60 + (400 * .25) = 160 damage 1.25 times a second for 160 * 1.25 = 210 dps per turret. With this patch he will hit for 62 + (400 * .2) = 140 damage 1.25 times a second for 140 * 1.25 = 175 dps per turret. Or 83.333% of the dps he was dealing pre-patch. That is quite a powerful nerf to his damage output from turrets.
At level 9, when he just hits level 5 turrets a Heimer will typically have about 150 ability power, pre-patch this would lead to 60 + (150 * .25) = 97.5 damage, or 121.875 dps and post-patch will yield 62 + (150 * .2) = 92 damage or 115 dps. Or 94.36% of his pre-patch dps per turret.
This change keeps helps to diminish his pushing power lategame while not effecting his early game almost at all, which I approve of (even as someone who mains heimer). However, I fear this may make him much weaker in large teamfights which often occur late game. Will there be any changes to his other abilities to help him maintain a similar presence in teamfights that he does now (which, honestly, I feel he has a good teamfight presence now and would not like to see that changed)?
Perhaps looking at the AP ratios on the Hextech Micro-Rockets (preferred change) or causing his turrets to do increased damage (perhaps by ignoring a % of their magic resist) to enemy champions while his ultimate is active?
As you can see it doesn't really effect his early game at all (in fact, posing as a minor buff unless turrets are alive forever and a day)
Many of the early turrets would stay alive for far longer than the 7 attacks though.
On August 11 2010 22:51 Shikyo wrote: step 1: play garen step 2... profit
lol, so true! there are so many champ that i can dominate people even if it was the first time i have ever used it: shen, garen, shaco.... those are definitely easy mode: hard to kill, easy to farm/combat, easy to get a kill early....
so tell me, what u folks think about ryze? to me its unchanged except that the combo is MUCH easier to do 2nd E with the 10% from Q. Riot must think that he is "hard to use" instead of "no use" =.=
heim got nerfed hard but if some how you got heim + soraka, things still going great =)
I play Ryze with ghost / flash because he has to get away. If you aren't being targeted though (or just getting blue buff) you can unleash your full combo 3 times while under desperate power and have CDR. its frigging sick between overload and his passive.
Early on he's fantastic at poking or scare tactics. If you like the former, go QEQEQRW. If you like the latter, QWEWERW. His rune prison lasts 50% longer on its first level and when you hit them for W->Q-> auto attack they will spoil their pants at level 2. I also get the +experience mastery, so if they're level 1 when you do it even better
His main problem before the patch was being able to provide enough damage to make up for his inevitable demise from his mediocre range + juicy juicy bullseye strapped to his back. Now he can do so much damage in a short amount of time that he actually lives where he would have died before, because more of them are dead / running away.
This is incredibly preliminary data and should be taken with a grain of salt. I haven't tested enough games yet to see if this holds true or was just a 1 day fluke.
On August 11 2010 23:18 STS17 wrote: NB, Heimer's nerfs aren't as bad as you think. I did a quick analysis of them on the LoL forums: Here's what I found:
Base damage increased to 30/38/46/54/62 from 28/36/44/52/60
The mechanic where turrets would gain permanent attack damage bonuses every 7 hits has been removed.
Ability Power coefficient reduced to 0.2 from 0.25.
This is an interesting change, his turrets will hit slightly harder early on (as in level one, before he would upgrade and gain ability power) but he loses late game DPS.
A level 18 Heimer with 400 ability power would hit for 60 + (400 * .25) = 160 damage 1.25 times a second for 160 * 1.25 = 210 dps per turret. With this patch he will hit for 62 + (400 * .2) = 140 damage 1.25 times a second for 140 * 1.25 = 175 dps per turret. Or 83.333% of the dps he was dealing pre-patch. That is quite a powerful nerf to his damage output from turrets.
At level 9, when he just hits level 5 turrets a Heimer will typically have about 150 ability power, pre-patch this would lead to 60 + (150 * .25) = 97.5 damage, or 121.875 dps and post-patch will yield 62 + (150 * .2) = 92 damage or 115 dps. Or 94.36% of his pre-patch dps per turret.
This change keeps helps to diminish his pushing power lategame while not effecting his early game almost at all, which I approve of (even as someone who mains heimer). However, I fear this may make him much weaker in large teamfights which often occur late game. Will there be any changes to his other abilities to help him maintain a similar presence in teamfights that he does now (which, honestly, I feel he has a good teamfight presence now and would not like to see that changed)?
Perhaps looking at the AP ratios on the Hextech Micro-Rockets (preferred change) or causing his turrets to do increased damage (perhaps by ignoring a % of their magic resist) to enemy champions while his ultimate is active?
As you can see it doesn't really effect his early game at all (in fact, posing as a minor buff unless turrets are alive forever and a day)
Many of the early turrets would stay alive for far longer than the 7 attacks though.
You need 14 attacks to break even with the new one, 21 attacks to surpass it. you only gained 1 damage per 7 attacks not 2.
On August 11 2010 23:18 STS17 wrote: NB, Heimer's nerfs aren't as bad as you think. I did a quick analysis of them on the LoL forums: Here's what I found:
Base damage increased to 30/38/46/54/62 from 28/36/44/52/60
The mechanic where turrets would gain permanent attack damage bonuses every 7 hits has been removed.
Ability Power coefficient reduced to 0.2 from 0.25.
This is an interesting change, his turrets will hit slightly harder early on (as in level one, before he would upgrade and gain ability power) but he loses late game DPS.
A level 18 Heimer with 400 ability power would hit for 60 + (400 * .25) = 160 damage 1.25 times a second for 160 * 1.25 = 210 dps per turret. With this patch he will hit for 62 + (400 * .2) = 140 damage 1.25 times a second for 140 * 1.25 = 175 dps per turret. Or 83.333% of the dps he was dealing pre-patch. That is quite a powerful nerf to his damage output from turrets.
At level 9, when he just hits level 5 turrets a Heimer will typically have about 150 ability power, pre-patch this would lead to 60 + (150 * .25) = 97.5 damage, or 121.875 dps and post-patch will yield 62 + (150 * .2) = 92 damage or 115 dps. Or 94.36% of his pre-patch dps per turret.
This change keeps helps to diminish his pushing power lategame while not effecting his early game almost at all, which I approve of (even as someone who mains heimer). However, I fear this may make him much weaker in large teamfights which often occur late game. Will there be any changes to his other abilities to help him maintain a similar presence in teamfights that he does now (which, honestly, I feel he has a good teamfight presence now and would not like to see that changed)?
Perhaps looking at the AP ratios on the Hextech Micro-Rockets (preferred change) or causing his turrets to do increased damage (perhaps by ignoring a % of their magic resist) to enemy champions while his ultimate is active?
As you can see it doesn't really effect his early game at all (in fact, posing as a minor buff unless turrets are alive forever and a day)
Many of the early turrets would stay alive for far longer than the 7 attacks though.
You need 14 attacks to break even with the new one, 21 attacks to surpass it. you only gained 1 damage per 7 attacks not 2.
Well, you only needed 20 ap for the 1 dmg which you could get from a dorans + quints, but yeah 14 too is only like a minion wave
On August 12 2010 00:03 myopia wrote: what's the deal with this Chinese server? Is it new, entering a test realm and whatever? Why do they get all this stuff we don't have?
I mean, I appreciate the Death Cab for Corki and Panic at the Nexus posters, but half the reason I love Amumu is that he's so damn adorable and he loses that when he's actually an Emo kid.
Chinese server owner qq.com is the Chinese contractor for Riot. They get different art because they have artists that adapt the game for China, however it seems like Riot has an agreement with them to use their art in the NA version since the S1 client is full of the older China art.
I think the their version is currently in open beta since it just started out, account activation requires playing a mini game and everything in game is unlocked for free.
Oh about earlier, I don't like leveling Q up as Ryze because most of the damage comes from max mana and other skills benefit far more from being leveled up, the low mana cost at lvl 1 also makes it an incredible spamming and harrassing spell.
EDIT: But this all changes with this new patch, which along with the changes to E totally fuck up his skillbuild. Are you supposed to leave your disable for the last? I'm guessing that you'll still get only lvl 1 Q at the start but then max it faster while leaving W at a decent level of like 2-3