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Shikyo
Finland33997 Posts
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lgd-haze
Sweden547 Posts
On August 24 2010 18:48 Iplaythings wrote: Wow this urgot guy looks broken, what does his abillities scale on ? AD? AP? I really hope they barley scale at all. What the hell is this? long range that isnt a skill shot, with 1 sec cooldown. Seems scarier than pre-nerf Xin if fed. The only thing that redeems him in the spotlight is that the enemy Urgot say something like "Damn this new hero sucks, I wish i played vlad instead." | ||
barbsq
United States5348 Posts
edit: new patch notes: http://www.leagueoflegends.com/board/showthread.php?p=2549540 | ||
spinesheath
Germany8679 Posts
Sounds like a long ranged physical DPS with an extremely useful ult and no fear of being focused down immediately... Champions will now use the higher of their bonus attack damage or 40% of their ability power when dealing bonus damage to towers So pure AP chars will now kill towers faster? | ||
Kaniol
Poland5551 Posts
makes sense, right? "Champions will now use the higher of their bonus attack damage or 40% of their ability power when dealing bonus damage to towers" Kayle nerf? | ||
Frolossus
United States4779 Posts
Items Elixirs will now activate immediately if purchased when your inventory is full awesome | ||
NB
Netherlands12045 Posts
![]() kennen buff hurray shaco is still on top ban list after this patch for sure, heim going down ![]() | ||
Vlanitak
Norway3045 Posts
On August 24 2010 19:22 spinesheath wrote: Isn't he supposed to be tanky? Then why does he hide behind other tanks to shoot down enemies? Sounds like a long ranged physical DPS with an extremely useful ult and no fear of being focused down immediately... So pure AP chars will now kill towers faster? Well when you try to take down a tower with an AP hero and your AD is like... 80 or so it's gonna take a hell of a lot of time to take down a tower, while an AD hero would take it down like supa fast because of the autoattacks 250 ++dmg | ||
EffectS
Belgium795 Posts
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spinesheath
Germany8679 Posts
On August 24 2010 19:51 Vlanitak wrote: Well when you try to take down a tower with an AP hero and your AD is like... 80 or so it's gonna take a hell of a lot of time to take down a tower, while an AD hero would take it down like supa fast because of the autoattacks 250 ++dmg Yeah sure, AP chars are not going to beat AD chars (or Kayle) at taking towers down, but if I understand it correctly, this is a buff for AP chars against towers. On August 24 2010 19:53 EffectS wrote: Can you jungle Yi with summoner lvl 1 ? Revive + suicide to wraiths? | ||
Vlanitak
Norway3045 Posts
On August 24 2010 19:53 EffectS wrote: Can you jungle Yi with summoner lvl 1 ? I would have to say no, though I am not 100% sure: I would say that laning before you have masteries and/or runes will provid a much safer start than jungeling. I am not saying it is impossible, but I am saying it's safer to lane that jungel at that level. | ||
Vlanitak
Norway3045 Posts
On August 24 2010 20:05 spinesheath wrote: Yeah sure, AP chars are not going to beat AD chars (or Kayle) at taking towers down, but if I understand it correctly, this is a buff for AP chars against towers. yeah that is what I meant ![]() | ||
Scip
Czech Republic11293 Posts
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Therealdevil
Netherlands1021 Posts
Way to ruin your game every time a hero comes out. I play chogath 2v1 alot, against some lanes you have to be really defensive, but against others they just can't damage you when you get above their lvl a bit and just keep using your passive and nuke. And as soon as you get to lvl 6 you just can't lose cause that ulti is half their hp cause they're lvl 4 ish and can just run up to them and eat whomever is stupid enough to think he can kite you. | ||
ghen
United States1356 Posts
1.0.0.99 Wonder if anything will be different with 1.0.1.0 or if it will be 1.0.0.100 ![]() + Show Spoiler + New Skins in the Store * Giant Enemy Crabgot * Butcher Urgot * Noxus Hunter Anivia * Blacksmith Poppy PVP.net 1.17.12 * Ratings will now display in the Summoner Profile after 10 games instead of 5 to match the functionality of the Ladder * Music at the end of Champion Selection will now fade out properly * Added a new contextual alert component to display Store and Summoner Profile information * Added new music to the login screen. * Added several sounds to Champion Selection to provide better feedback when selecting options League of Legends 1.0.0.99 Urgot, The Headman's Pride * Zaun-Touched Bolt Augmenter (passive): Enemies hit by Urgot have their damage output lowered. * Acid Hunter: Urgot fires a straight line missile that deals damage to the first enemy it hits. If an enemy is hit by a Corrosive Charge then Acid Hunter can target lock onto them, guaranteeing a hit. * Terror Capacitor: Urgot is shielded from damage and slows enemies with each hit. * Noxian Corrosive Charge: Urgot fires a corrosive missile to a location that splashes to enemies on impact, dealing damage and lowering their armor. Allows target locking with Acid Hunter. * Hyper-Kinetic Position Reverser: Urgot locks an enemy champion in place as he swaps positions with them, gaining armor and magic resist in the process. Akali * Twin Disciplines(Passive) will now gain 1% spell vamp for every 5 additional attack damage, up from 1% for every 10 additional attack damage Annie * Molten Shield now reflects damage to all normal attacks instead of just melee attacks Anivia * Flash Frost pass through damage will now break spell shields Ezreal * Mystic Shot attack damage ratio decreased to 1.0 from 1.1 Galio * Idol of Durand o Taunt radius reduced to 500 from 520. o Damage radius increased to 520 from 500. o Adjusted team colored range circle to more accurately represent taunt range * Resolute Smite's particle will now more properly represent the area of effect Garen * Judgment now reduces the duration of new slows by 50% rather than granting immunity to slowing effects. Judgement will still completely clear any exisiting slows when activated. Heimerdinger * H-28G Evolution Turret * Maximum turrets changed to 1/2/2/2/2 from 1/2/2/3/3 * H-28G Evolution Turret rank 4 now grants +100 bonus health to new turrets * Cooldown modified to 26/23/20/17/14 from 24/22/20/18/16 * CH-1 Concussion Grenade no longer affects towers or buildings * CH-1 Concussion Grenade ability power ratio increased to .6 from .55 Karthus * Requiem mana cost reduced to 150/175/200 from 200/300/400 Kassadin * Attack range increased to 125 from 120 * Magic resistance gained per level increased to 1.25 from 0 Kennen * Electrical Surge ability power ratio increased to 0.55 from 0.45 * Lightning Rush o Energy cost reduced to 100 from 110 o Lightning Rush now provides 10/20/30/40/50 magic resistance and armor for 4 seconds * Slicing Maelstrom o Ability power ratio increased to 0.4 from 0.33 o Maximum number of bolts increased to 6/10/15 from 6/8/10 (this still retains the cap of 3 hits per target) o Removed the cap of applying only 1 Mark of The Storm per target * Mark of the Storm (passive) stun duration reduced to 1 second from 1.25. Mark of the Storm has a diminished stun effect if applied more than once within seven seconds. Kog'Maw * Caustic Spittle has been remade and now grants: o Passive: increases attack Speed by 10/15/20/25/30% o Active: deals 60/110/160/210/260 damage and reduces the target's armor by 5/10/15/20/25 for 4 seconds * Bio-Arcane Barrage cooldown reduced to 15 from 20 * Void Ooze cooldown reduced to 12 from 13 Malphite * Seismic Shard o Cooldown reduced to 10 seconds from 12 seconds o Duration of the slow reduced to 4 seconds from 5 seconds o Mana cost reduced to 70/75/80/85/90 from 80/90/100/110/120 * Brutal Strikes o Changed the active effect to increase Malphite's armor and damage by 20/25/30/35/40% instead of increasing his damage by 30/40/50/60/70% o Cooldown reduced to 16 seconds from 20 seconds o Fixed a bug where the cleave percent would take double the amount of bonus attack damage o Passive cleave percent increased to 30/38/46/54/62% from 30/35/40/45/50% o The cleave passive will no longer proc while hitting towers * Ground Slam o Mana cost reduced to 60 at all ranks from 60/70/80/90/100 o Updated the tooltip to display how much bonus damage Ground Slam gains from armor * Unstoppable Force is now unstoppable and cannot be interrupted by disables * Granite Shield (passive) o The shield now recharges after 8 seconds instead of 10 seconds o The shield will now automatically restore to full after 8 seconds of not being hit. Previously it would not replenish until a new shield activated o Fixed a bug where the shield particle would not appear for a second after the shield activated o Fixed a bug where the shield strength would not update after buying a health item until a new shield activated * Updated recommended items Nidalee * Fixed a typo in Javelin Toss Nunu * Base attack speed increased to .613 from .558 Pantheon * Fixed a typo in Pantheon's lore Poppy * Devastating Blow now cannot be dodged Nasus * Siphoning Strike now cannot be dodged Ryze * Fixed a bug where Spell Flux was doing less AoE damage than intended when used in combination with his Arcane Mastery ability Shaco * Deceive o Cooldown increased to 11 from 10 o Duration to 3.5 from 4 seconds * Hallucinate o Cooldown increased to 100/90/80 from 90/75/60 o Duration reduced to 18 from 30 o Guardian Angel no longer revives the clone although will apply the passive particle * Backstab (passive) bonus damage reduced to 20% from 25% * Two Shiv Poison no longer blinds the target * Jack In The Box will now break stealth upon cast Shen * Feint duration increased to 2.5 seconds from 1.5 seconds * Stand United no longer shields Shen Soraka * Starcall mana cost reduced to 40/50/60/70/80 from 42/54/66/78/90 * Astral Blessing mana cost increased to 90/110/130/150/170 from 80/100/120/140/160 * Infuse will now infuse half of the mana value to the target, and half of the value to Soraka. Soraka will get the full benefit of Infuse when she casts it on herself. Vladimir * Transfusion cast range reduced to 600 from 650 * Tides of Blood buff duration increased to 10 from 8 * Tides of Blood cast range increased to 620 from 570 Items * Elixirs will now activate immediately if purchased when your inventory is full General * Summoner Cleanse now removes Silence and Blind effects * Death Recap has been reprioritized to be more relevant to what caused a player's death * Bots will now properly respond to Taunt * Champions will now use the higher of their bonus attack damage or 40% of their ability power when dealing bonus damage to towers * Improved loading time by up to 25% * Users with slow machines should no longer be kicked out of the loading process if they take longer than the server expects * Added an option to turn of the snow particles on Summoner Rift (Winter) * Added two ignore options: "/ignore ally" for ignoring the allied team and "/ignore enemy" for ignoring the enemy team * Line Missile targeting status now is properly represented in the options menu * Fixed a bug where gravity based spells would not immediately apply damage * Fixed a bug where the HUD scaling option would not work the first time the game client loaded * Fixed a client crash that would occur when loading into the game with a key pressed down, which was commonly occurring when using third party applications such as Ventrilo or Teamspeak * Fixed several client crashes * Fixed several server crashes | ||
ghen
United States1356 Posts
On August 24 2010 20:09 Scipaeus121212 wrote: Hey guys, I was playing Cho a lot lately, mainly at 1v2 lane, but after playing against Vlad/Ez laning combo (and after seeing urgot champion spotlight >_>) I wonder: is Cho actually viable 1v2 laner? Vlad/Ez completely pushed me away from the creeps, I barely got experience from most of them and ended bluepilling/dying very often because of heavy harassement. Or is he actually viable and I just need to play better? They will push creeps just by last hitting. Just be patient, stay barely within range for XP and once you hit level 4 and they are level 2 they suddenly don't hurt much anymore. If they aren't autoattacking then don't last hit yourself. You'll get plenty of farm later when you start ignoring them due to level difference and you being chogath. Now, if they are autoattacking like 99% of the server your life is even easier. Just let them push to the tower and learn how to last hit under the tower. make sure your rupture never hits creeps unless you're 1 shotting them. Use it to keep them away. Turn off vorpal spikes if you're having problems away from the tower and need to pull back. | ||
Orpheos
United States1663 Posts
Unstoppable Force is now unstoppable and cannot be interrupted by disables lawl | ||
Pakje
Belgium288 Posts
On August 24 2010 16:58 jaw wrote: any seen OP ULT towerdive a kennen with 4/5 hp. No problem. | ||
spinesheath
Germany8679 Posts
On August 24 2010 20:09 Scipaeus121212 wrote: Hey guys, I was playing Cho a lot lately, mainly at 1v2 lane, but after playing against Vlad/Ez laning combo (and after seeing urgot champion spotlight >_>) I wonder: is Cho actually viable 1v2 laner? Vlad/Ez completely pushed me away from the creeps, I barely got experience from most of them and ended bluepilling/dying very often because of heavy harassement. Or is he actually viable and I just need to play better? I love 1v2 as Cho. But some combos give me nightmares. Particularly if they involve Garen or Singed. Maybe that's my own fault. But I would assume that every char has a few combos that he can't properly 1v2 against. | ||
Corvi
Germany1406 Posts
all new heroes have such insane ultis. damn, i hate it. this hero looks so strong, ez with auto aim and tank abilities. | ||
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