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[Discussion] Patch Notes - Page 103

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spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
June 21 2011 20:53 GMT
#2041
On June 22 2011 05:42 BloodNinja wrote:
Show nested quote +
On June 22 2011 04:09 dnastyx wrote:
If it's a 3 second slow like they were saying, it might actually be a buff early game, because it stops people from getting away from longer. (Although they don't have to wait to waste flash anymore! Oh no!)


I am pretty sure they said the slow time would increases as she gains levels and the max was 3 seconds. So it is probably a 1 second slow at early levels which is certainly not a buff.

No they said 3 sec duration, but the slow % increases. At least that's what I remember.
If you have a good reason to disagree with the above, please tell me. Thank you.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
June 21 2011 20:55 GMT
#2042
Wasn't there some talk about garens R being usable while E'ing a while ago? I hope they add it for this patch

Garen's my bro
"trash micro but win - its marine" MC commentary during HSC 4
BloodNinja
Profile Joined June 2010
United States2791 Posts
Last Edited: 2011-06-21 21:02:30
June 21 2011 21:01 GMT
#2043
On June 22 2011 05:53 spinesheath wrote:
Show nested quote +
On June 22 2011 05:42 BloodNinja wrote:
On June 22 2011 04:09 dnastyx wrote:
If it's a 3 second slow like they were saying, it might actually be a buff early game, because it stops people from getting away from longer. (Although they don't have to wait to waste flash anymore! Oh no!)


I am pretty sure they said the slow time would increases as she gains levels and the max was 3 seconds. So it is probably a 1 second slow at early levels which is certainly not a buff.

No they said 3 sec duration, but the slow % increases. At least that's what I remember.


i just listened again and you are correct. Phreak said duration first but corrected himself. I still don't think its a buff to her early game by any means though.
zalz
Profile Blog Joined February 2011
Netherlands3704 Posts
June 21 2011 21:16 GMT
#2044
A slow is never better then a stun. If that slow is a 3 second 90% slow it would still not be as good as a 2 second stun.

A stun locks you down completly and opens you up to get horribly ganked. A slow is just that, a slow. People will still be popping skills or summoner spells to escape. A stun won't let you do that.

Being able to still walk away and use atack skills or defensive skills (shields, heals, flashes) makes all the difference. Many champs (Garen, Ezreal) would instantly have nothing to fear from her. Eve is squishy as hell so not stunning a target means popping out of stun next to an enemy that can atack you back.

Think about how an Eve stuns in most games. You and you enemies have the normal distance between you, Eve suddenly stuns, the other team covers the distance. Those 2 seconds of stun allow Eve to pummel away at you but also be safe. It's not unrealistic to expect an Eve to die within 2 seconds given how fragile she is.


No after the stun gets removed she truly will be the worst champion in the game. Then again, invisibility just keeps being too complex for most players to deal with. Their minds work like the mind of a baby, if they don't see something they think it doesn't exist anymore.
arnath
Profile Joined May 2010
United States1317 Posts
June 21 2011 21:26 GMT
#2045
On June 22 2011 06:16 zalz wrote:
Then again, invisibility just keeps being too complex for most players to deal with. Their minds work like the mind of a baby, if they don't see something they think it doesn't exist anymore.

This general attitude that Eve is only a problem for newbies bothers me. I mean I'm not saying I go around dying to Eve all the time or something ... she's just not fun to play against. When there's an Eve on the other team, you basically have two options: constantly have a Vision ward up in your lane or be completely unable to be aggressive against your lane opponent, neither of which is a particularly reasonable situation.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
June 22 2011 00:11 GMT
#2046
Eve used to be completely stupid though, if the opposing sololaner had a stun you were 100% dead when Eve ganked even with a flash, and good Eves would buy oracles and just run to the lane and have their ranged solo teammate clear the wards and it would create really boring gameplay.

However, I think that they overnerfed her and that she needs a longer ulti duration again or something similiar.

In either case, ehh I really dislike how they changed a lot of the highskill things, there's now much fewer things you can do to make people "whoa".

I also think they're going to make Gangplank overpowered and that the tanky triforce build is going to become numbar 1
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
r.Evo
Profile Joined August 2006
Germany14080 Posts
June 22 2011 00:16 GMT
#2047
On June 22 2011 09:11 Shikyo wrote:
Eve used to be completely stupid though, if the opposing sololaner had a stun you were 100% dead when Eve ganked even with a flash, and good Eves would buy oracles and just run to the lane and have their ranged solo teammate clear the wards and it would create really boring gameplay.

However, I think that they overnerfed her and that she needs a longer ulti duration again or something similiar.

In either case, ehh I really dislike how they changed a lot of the highskill things, there's now much fewer things you can do to make people "whoa".

I also think they're going to make Gangplank overpowered and that the tanky triforce build is going to become numbar 1


How can a stacking slow passive be OP on a melee based champion. I just can't see it. =P
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
June 22 2011 00:20 GMT
#2048
On June 22 2011 09:16 r.Evo wrote:
Show nested quote +
On June 22 2011 09:11 Shikyo wrote:
Eve used to be completely stupid though, if the opposing sololaner had a stun you were 100% dead when Eve ganked even with a flash, and good Eves would buy oracles and just run to the lane and have their ranged solo teammate clear the wards and it would create really boring gameplay.

However, I think that they overnerfed her and that she needs a longer ulti duration again or something similiar.

In either case, ehh I really dislike how they changed a lot of the highskill things, there's now much fewer things you can do to make people "whoa".

I also think they're going to make Gangplank overpowered and that the tanky triforce build is going to become numbar 1


How can a stacking slow passive be OP on a melee based champion. I just can't see it. =P

Because he's borderline OP already and it makes his laning along with his E so that on solo top almost anyone is going to get zoned out really hard
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Cixah
Profile Joined July 2010
United States11285 Posts
June 22 2011 00:58 GMT
#2049
I think that level 3 jungle pirate/w red is gunna be really scary too. That gank might be rammus prenerf level.
Hug The Goat! Hug the Goat! Hug the Goat!
R04R
Profile Joined March 2009
United States1631 Posts
Last Edited: 2011-06-22 01:38:45
June 22 2011 01:37 GMT
#2050
New patch notes
+ Show Spoiler +

League of Legends will be updated during scheduled maintenance on 6/22 from 1:30AM until 8AM

League of Legends v1.0.0.120
Yorick, the Gravedigger

Omen of War: Yorick’s next attack will deal bonus physical damage and summon a Spectral Ghoul that deals additional damage and moves faster than Yorick’s other ghouls. While the Spectral Ghoul is alive, Yorick moves faster as well.
Omen of Pestilence: Yorick summons a Decaying Ghoul that arrives with a violent explosion, dealing damage and slowing nearby enemies. While the Decaying Ghoul remains alive, nearby enemies continue to be slowed.
Omen of Famine: Yorick steals life from his target and summons a Ravenous Ghoul that heals Yorick for the damage it deals.
Omen of Death (Ultimate): Yorick conjures a revenant in the image of one of his allies. If his ally dies while its revenant is alive, the revenant sacrifices itself to reanimate them and give them time to enact vengeance.
Unholy Covenant (Passive): Yorick’s attacks deal more damage for each summon that is active. Meanwhile, Yorick’s ghouls deal some percent of Yorick’s Attack Damage and have some percent of his total health.

Annie

Fixed a bug where Molten Shield wouldn't trigger if the damage was shielded

Blitzcrank

When Blitzcrank grabs a champion with Rocket Grab, he will now attempt to attack them as well

Cho'Gath

Feast will now correctly show a particle on an enemy target when they can be killed by it

Evelynn

Hate Spike missile speed increased
Shadow Walk now applies a 3 second 30/35/40/45/50% slow instead of a stun
Malice and Spite
Passive heal reduced to 150/225/300 from 350/500/650
Attack speed bonus reduced to 25/50/75% from 50/75/100%

Fiddlesticks

Drain
Range increased to 475 to 450
Heal is no longer reduced if the damage is shielded
Dark Wind damage increased to 65/90/115/140/165 from 65/85/105/125/145
Crowstorm
Ability power ratio increased to .45 from .4
Channel duration reduced to 1.5 seconds from 2

Galio

Idol of Durand will now correctly increase its damage when the damage taken is shielded

Gangplank

Grog-Soaked Blade
No longer reduces healing and regeneration, but now slows movement speed by 7%
Now stacks up to 5 times, but duration reduced to 3 seconds from 10
Damage changed to 4-21 from 5-19
Parrrley
Fixed a bug where Parrrley could sometimes restore gold to other players
Now applies Grog-Soaked Blade
Raise Morale duration increased to 7 from 6
Cannon Barrage damage increased to 75/120/165 from 65/110/155

Garen

Recuperate
Fixed a bug where Recuperate could sometimes activate immediately after taking damage
Now marks Garen as being in combat even if the damage is shielded
Now shows the particle on Garen even if at 100% health

Heimerdinger

Fixed a bug where his turrets would not assist him if damage from an enemy champion was shielded
H-28G Evolution Turret mana cost reduced to 70/80/90/100/110 from 120/125/130/135/140

Irelia

Transcendent Blades
Now heals Irelia based on the actual damage dealt (instead of a % of the raw damage dealt), but the heal is not reduced if the damage is shielded
Heal versus Champions increased to 25% from 20%

Janna

Tailwind now deactivates while dead

Jarvan IV

Demacian Standard
Armor reduced to 10/13/16/19/22 from 10/14/18/22/26
Attack speed reduced to 10/13/16/19/22% from 10/14/18/22/26%
Martial Cadence damage reduced to 8% from 10%

Jax

Leap Strike attack damage ratio reduced to 0.7 from 1

LeBlanc

Fixed a bug where Leblanc's clone would be permanently disabled if disabled when it spawns

Kassadin

Nether Blade
Passive mana restore increased at earlier ranks to 8/11/14/17/20 from 4/8/12/16/20
Active changed to 20/30/40/50/60 (+0.15 ability power) bonus magic damage dealt on hit instead of 7/15/25/38/50 armor penetration

Malzahar

Null Zone
Damage reduced to 4/5/6/7/8% from 5/6/7/8/9%
Ability power ratio reduced to 1% per 100 ability power from 1% per 80 ability power
Cooldown reduced to 14 seconds from 16
Nether Grasp's ability power ratio reduced to 1.3 from 1.5

Miss Fortune

Damage that is absorbed by a shield now properly removes Strut

Mordekaiser

Iron Man's shield generation is no longer reduced if the damage done is shielded
Fixed a bug where Children of the Grave could steal enemy passive abilities permanently

Morgana

Black Shield magic damage absorbed adjusted to 95/160/225/290/355 from 100/150/200/250/300

Nidalee

Javelin Toss and Bushwhack will no longer target the wrong location when cast immediately after transforming back to human form

Nunu

Consume damage reduced at earlier ranks to 400/525/650/775/900 from 500/600/700/800/900
Ice Blast slow reduced at earlier ranks to 20/30/40/50/60% from 40/45/50/55/60%

Orianna

Clockwork Windup
Fixed a display error on the tooltip.
Fixed a bug which was causing Clockwork Windup to add less damage than intended
Fixed a bug with Command: Protect that was causing the shield particle to not display
Fixed several interactions with clones or unusual movement types

Poppy

When Poppy Heroic charges a champion, she will now attempt to attack the target immediately afterward

Rammus

Fixed a bug where Defensive Ball Curl had an ability power ratio

Renekton

Cull the Meek's heal is no longer reduced if the damage is shielded
Fixed a bug where damage absorbed by a shield wouldn't mark Renekton as in combat

Rumble

The Equalizer
Burning damage reduced to 100/140/180 from 120/160/200
Burning damage ability power ratio reduced to .2 from .25
Cooldown increased to 105/90/75 from 90/75/60

Shaco

Hallucinate clone now correctly benefits from critical strikes
Fixed the dance animation to loop properly

Sion

Cannibalism is no longer reduced if the damage is shielded

Sona

Fixed a bug where shields and Ignite could sometimes cause her spell sounds to get cut off early

Swain

Ravenous Flock now heals Swain for 50% of the actual damage he deals (instead of 50% of the raw damage he deals), but the heal is not reduced if the damage is shielded

Teemo

Move Quick is now removed even if the damage is shielded

Tristana

Fixed a bug where Rocket Jump's cooldown reset could fail if Tristana's damage output was fully absorbed by a shield

Tryndamere

Fixed a bug where Undying Rage improperly showed "Endless Rage!" to represent damage being prevented

Twisted Fate

Blue Card mana restore is no longer reduced if the damage is shielded
Loaded Dice now deactivates while Twisted Fate is dead
Fixed a bug with Gate where activating Zhonya's Hourglass during the channel time would not interrupt it

Udyr

Mana cost of shifting decreased to 55/50/45/40/35 from 75/65/55/45/35
Turtle Stance now heals Udyr based upon the actual damage dealt (instead of the raw damage dealt), but the heal is not reduced if the damage is shielded
Phoenix stance's activation damage increased to 15/25/35/45/55 from 10/18/26/34/42

Urgot

Fixed a bug with Terror Capacitor where when attacking a champion, it was slowing for less than the tooltip stated
Fixed a bug with Terror Capacitor where when using Acid Hunter with Terror Capacitor, it was slowing based upon Acid Hunter's rank rather than Terror Capacitor (but for the correct 20/25/30/35/40%)

Vayne

Silver-Tipped Bolts will no longer interact with spell shields
Tumble bonus damage reduced to 40/45/50/55/60% from 55/60/65/70/75%
Final Hour
Movement speed bonus now triples instead of quadruples
Attack damage reduced to 25/40/55 from 35/55/75
Condemn damage reduced to 45/80/115/150/185 from 50/90/130/170/210

Vladimir

Transfusion
Cooldown adjusted to 12/10/8/6/4 from 12/10/8/6/3
Damage adjusted to 90/125/160/195/230 from 70/115/160/205/250

Warwick

Hungering Strike's heal is no longer reduced if the damage is shielded

Xin'Zhao

Crescent Sweep
Percent health damage reduced to 15% from 20%
Bonus armor and magic resist per champion hit reduced to 5/8/11 from 7/10/13

Items

Boots of Mobility will now mark you in combat for receiving/dealing any damage, even if it is shielded
Fixed a bug where Spirit Visage was granting too much bonus regeneration
Philosopher's Stone health regen per 5 reduced to 18 from 22.5 and mana regen per 5 reduced to 8 from 10
Eleisa's Miracle cost increased to 500 from 400
Quicksilver Sash cooldown decreased to 90 from 105
Hextech Revolver spell vamp reduced to 15% from 20%
The gold per 10 component of Philosopher's Stone, Heart of Gold, Kage's Lucky Pick, and Avarice Blade is now unique to itself

General

Fixed a bug where minions were playing their particles multiple times when attacking
Updated tooltips for many Champions
Lifesteal and spell vamp are no longer reduced if the damage done is shielded
Healing reductions now reduce lifesteal and spell vamp
Spirit Visage now increases your lifesteal and spell vamp
Maximum gold for killing a player on a long kill streak reduced to 500 gold from 1000
Minimum gold for killing a player on a long death streak reduced to 15 gold from 90 gold
Gold rewards for kills where the target is on a 3 kill or 3 death streak or less should give comparable amounts or even more gold than before
Experience granted for kills is now determined by the dying champion's level. Killing champions higher level than you will now grant more experience while killing champions lower level than you will now grant less experience. Killing equal level champions is unaffected
Wards and spawned minions that don't attack are no longer targetable/manipulated by spells (except Summoner Teleport). This means, for example, that wards will no longer be able to block Rammus' Powerball, Mushrooms will not block skillshots, and Jax is no longer able to Leapstrike onto a ward
ô¿ô
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2011-06-22 01:49:32
June 22 2011 01:48 GMT
#2051
Dang it, you got to posting it before I did, haha.

Also, did I call some of those un-previewed changes in the patch notes or what? ^^

On June 22 2011 10:48 Cixah wrote:
Gold for a long kill stread (legendary) cut in half! Did all the others get the same treatment?

It will still scale, but will scale up to 500 max.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Cixah
Profile Joined July 2010
United States11285 Posts
June 22 2011 01:48 GMT
#2052
Gold for a long kill stread (legendary) cut in half! Did all the others get the same treatment?
Hug The Goat! Hug the Goat! Hug the Goat!
Irave
Profile Joined October 2010
United States9965 Posts
June 22 2011 01:50 GMT
#2053
Well Eve will no longer be a factor during any part of the game. I'm not sure I understand why they buffed Irelia though. GP is going to be even more strong and annoying to lane against. Let the good times roll.
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2011-06-22 01:54:43
June 22 2011 01:52 GMT
#2054
On June 22 2011 10:50 Irave wrote:
'm not sure I understand why they buffed Irelia though.

It is a nerf I believe. Currently, Irelia will heal based on how much damage she will be doing before mitigation such as armour comes into effect. Now she will heal based on how much damage she does after mitigation. This means at earlier levels her R will heal for about the same amount, but once you get some armour it will heal for much less.

This is basically the same idea that is being applied to Udyr Turtle stance and Swain Ult as well. Healing will now be done based on actual damage dealt instead of the base damage before mitigation. This makes buying Armour/Magic Penetration much more effective.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Fishcakes
Profile Joined May 2010
United States149 Posts
June 22 2011 01:52 GMT
#2055
Man being a feeder is getting better and better. Now to play bait support and have them use all their ultis for 15g.
R04R
Profile Joined March 2009
United States1631 Posts
June 22 2011 01:54 GMT
#2056
Morg's black shield is even more op now. Gonna sit in their grouped up team 1v5 ulting
ô¿ô
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2011-06-22 02:02:00
June 22 2011 02:00 GMT
#2057
Jax and xin nerfs are completely unnecessary imo. Jax has even less of a use than he did before rofl

Didn't they make it so Parrley didn't apply GP's passive in some patch some time ago 'cause it was OP? Now they revert it after they buff his passive? I confuse.

Also, calling it now; Vayne worthless in several patches when they finally realize W is broken and needs to be nerfed because QER will be overnerfed by then.
crate
Profile Blog Joined May 2009
United States2474 Posts
June 22 2011 02:01 GMT
#2058
Gangplank looks terrifying.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2011-06-22 02:08:36
June 22 2011 02:01 GMT
#2059
lol @ random xin and jax nerfs thrown into the patch just because they can.


and @ irelia, thats a general change for everyone, not meant to be a irelia nerf i guess.


And also, am i the only one that found Gp to be really annoying when laning and really scary lategame even before the buffs? I will make sure to play him after the patch, because he sounds very strong to me.
On i side note i hoped they would be nefing Rumble into the ground, i hate that little git.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2011-06-22 02:04:23
June 22 2011 02:03 GMT
#2060
On June 22 2011 11:01 LaNague wrote:
lol @ random xin and jax nerfs thrown into the patch just because they can.

Honestly, I think all the xin nerfs in the past and the jax nerf now is probably 90% motivated by 900 elo nubs who think xin and jax are OP. Every time I smurf and play with my low summoner level friends hella people QQ about how OP xin is when the real problem is that they just overextend stupidly and get caught by xin combo.

To be fair Jax Q harass was a little ridiculous with the right rune page, but that nerf is a bit much imo.
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