Sword of the Divine will fit in pretty nicely where Last Whisper used to imo. More aspd, more damage, pretty nice active (30 apen for 8 seconds), cost is something like 5 gold more than old LW. Significantly better against low-armor targets (since I think everyone gets to at least 30 armor just from leveling by 18), obviously not as great if they have ~100+ armor.
I was already getting SotD over Last Whisper on Twisted Fate and it seemed to work out fine for me.
Dodge doesn't really have diminishing returns btw. Going from 0 -> 10% dodge has exactly the same effect on your survivability as going from 10 -> 19% (which is what happens since dodge stacks multiplicatively). In the first case you take 90% as much damage as before; in the second case you take ... 90% as much damage as before.
edit: Lol, started writing this post and Neo jumps in before me before I actually post it.
Yeah, I can see people getting SoTD before LW now. Even so, the LW change means that it will take longer (and more gold) before carries, especially ranged carries, are able to crank out high damage, particularly against any remotely tanky character. It's a really big deal.
On December 15 2010 00:58 xDaunt wrote: Yeah, I can see people getting SoTD before LW now. Even so, the LW change means that it will take longer (and more gold) before carries, especially ranged carries, are able to crank out high damage, particularly against any remotely tanky character. It's a really big deal.
npnp. I didn't like how carries like Ashe could stand toe to toe against most tanks once they had IE/LW completed. Congrats, you have to micro a little more and kite. >_>
Carries are still going to get LW regardless, Armor Pen is too good of a stat. Carries just have to think a little more about their item builds.
Edit: lawlz... Zileas's response to people QQ'ing about nerfs:
I still don't like them. There were some good, some bad, but ultimately I just take a big issue with 75% of the changes being completely out of left field...
On December 15 2010 01:12 Mogwai wrote: zzzz, after sleeping on the changes...
I still don't like them. There were some good, some bad, but ultimately I just take a big issue with 75% of the changes being completely out of left field...
Out of the blue, sure I guess. But most of them do solve shit that people have been bitching about since the last patch or longer.
Or have they hotfixed it since I've played him last?
Also ward nerf? what
Not really sure I like the removal of counting creeps without vision either. Seems like it lowers the skill ceiling a bit since that's something only reasonably decent people did anyway.
YAY slight Ezreal buffs. LOL @ changing Garen because sunfire change. I'm goin' infinity edge now, fuck y'all. WOW pot nerfs are silly as hell. No more counting creep for junglers haha good I was too lazy anyway. Dragon change, wut?
Also this last whisper change really confuses me. But I think it's going to be the sickest item ever on melee heroes that don't like attack speed (Sorry Xin) like Pantheon and Gangplank.
On December 15 2010 01:12 Mogwai wrote: zzzz, after sleeping on the changes...
I still don't like them. There were some good, some bad, but ultimately I just take a big issue with 75% of the changes being completely out of left field...
Out of the blue, sure I guess. But most of them do solve shit that people have been bitching about since the last patch or longer.
well, what I'm getting at is that no one really bitched about wards or elixirs or solo lane exp. and while infrequently discussed, there was no real community consensus on Sunfires or Dragon or jungling CS or Banshee's or Last Whisper or... I just usually feel like we have some sense of what's up in most patches, but in this one, we're blindsided by a bunch of very confusing and game changing changes...
I want to believe that Riot could do them right but history disagrees with this. It's like the Pantheon buff... if they had just said somewhere that they were changing the damage scaling to 28/31/34/37/40 anywhere on the website, I could've given them the obvious feedback of: "uhhh, guys, people bitched about it when it was 20/25/30/35/40%... what makes you think they'll be ok with it hitting 40% harder at level 1?" Shit like that, you know? Ever since they took down the Test Realm notes, I've felt like they've been getting insufficient community feedback to keep their changes in check and when I see patch notes that are this much of an overhaul, I have a hard time believing that they didn't seriously fuck something up.
On December 15 2010 01:33 arnath wrote: Maybe I'm missing something, but why is this patch a buff to MF?
Last Whisper change that will help champions who rely on skills which deal physical damage and scale with AD (+aspd part didn't help double ups, ez's mystic shots etc)
I think not updating CS when you can't see the player makes sense ... or rather, it didn't really make any sense that you could get that information in the first place when you can't see the champ. Nothing else on the score screen updates except KDA when you can't see an enemy champ (and those have big announcements to accompany + always happen in some sense in your team's sight anyway). I don't really have an opinion on whether this is better gameplay-wise but I like the consistency.
Items Banshee's Veil Health reduced to 375 from 450 Mana reduced to 375 from 400 Magic resist reduced to 50 from 57
Say hello to quicksilver sash
Elixir of Agility Now grants 12-22% Attack Speed and 8% Critical Chance, reduced from 15-25% Attack Speed and 15% Critical Chance Cost reduced to 250 from 300 Elixir of Brilliance Now grants 20-40 Ability Power and 10% Cooldown Reduction, reduced from 31-65 Ability Power and 10% Cooldown Reduction Cost reduced to 250 from 300 Elixir of Fortitude Now grants 140-235 Health and +10 Attack Damage, reduced from 230-400 Health and +11-28 Attack Damage Cost reduced to 250 from 300
Riot wanted to nerf ranged carries. Not a huge change.
Last Whisper Combine path changed: now requires Pickaxe and Long Sword, instead of Recurve Bow and Long Sword Upgrade cost increased to 700 from 500 Now provides +40 Attack Damage and 40% Armor Penetration
Say hello to Black cleaver starks builds
Sight Ward Health reduced to 1 and armor reduced to 0 Reduced collision and spellhit sizes Duration reduced to 3 minutes from 4.5 Vision Ward Health reduced to 1 and armor reduced to 0 Reduced collision and spellhit sizes Duration reduced to 3 minutes from 3.5
Some1's gonna figure out that there are some bugged champions that affect wards through their whatever splash spell and they're going to abuse that shit. Not a huge change otherwise. Requires more map awareness to know who killed your wards. Requires more wards being bought meaning hi support champions.
Flash no longer pops projectiles Flash cooldown increased to 255 seconds, from 240 Say hello to buffed sion, taric, and whoever else gud that i forgot. Now you need to flash preemptively instead of being a little girl and baiting that stun.
To postpone flash remove or change, Riot wants to keep increasing cd like they've done since the beginning of time. ZZZZ Now there is a longer period for champions that have no escapes to wait before they can engage really aggressively. Like 240 seconds and around 185 from the 15% wasn't enough.
Spray and Pray Now fires a maximum of 5/6/7 shots Duration increased to 12 seconds from 6 Now increases Twitch's attack damage by 15/25/35 instead of providing 30/45/60% Attack Speed
Don't worry, Twitch always gets buffed back.
Null Zone percent of health damage increased to 5/6/7/8/9% from 4/5/6/7/8% Null Zone no longer has a minimum damage dealt Voidlings now spawn after 4 casts instead of after 5
ZZZZ so gud now.
Seismic Shard slow and haste changed to 14/17/20/23/26% from 10/15/20/25/30% Seismic Shard cast range reduced to 625 from 700 Ground Slam mana cost increased to 60/65/70/75/80 from 60
F yeah, now this guy takes more hits when Q trading. Ruins this guy's early game.
Drunken Rage damage reduction reduced to 10/12/14/16/18% from 10/14/18/22/26% Drunken Rage mana restoration changed to 40/55/70/85/100 from 50/60/70/80/90 Explosive Cask cooldown increased to 90/75/60 seconds from 60
Still good. But say hello to something like AP gragas since locket's gone.
Cho'Gath Rupture delay reduced to 0.75 seconds from 0.8 Carnivore health restored reduced to 34-68 from 40-82 Carnivore mana restored reduced to 7-15.5 from 8-16.5
Woot, thank god
Innervating Locket has been removed
Affects Sona so hard. Her heal healed for so littleearly on, but now with locket removed, she's healing for even less. Might need to go Q into max heal now. Even with that, she might not be good enough.
Minion count on the scoreboard will now only update for Champions that you have vision of
Get wards asap and ward asap. Pro junglers will change their jungle timings to either 1. Go for faster ganks before wards, or just go with the usual and kill baddies.
Dragon no longer provides any global experience, but provides more global gold
One of two things happen with this change. #1, now every1 or nearly every1 will have to be next to dragon to get the full exp or #2, the gold buff is enough that it's still a very high priority.
•Tiger Stance ◦Initial damage is now 150% attack damage plus 40/80/120/160/200 from 180/210/240/270/300% attack damage ◦Persistent effect no longer splits Udyr's attacks ◦Udyr now gains half attack speed for 5 seconds after activating Tiger and half while in Tiger stance •Phoenix Stance base damage of activation effect reduced to 10/18/26/34/42 from 15/25/35/45/55 •Phoenix Stance base damage of on hit effect increased to 50/90/130/170/210 from 40/80/120/160/200
Tiger stance looks cool now. Overall, I feel like people are overreacting to these changes.
But guys, I just wanna call it now--this is NOT a chogath nerf. He recovers less hp but RUPTURE IS A HALF SECOND FASTER. DO YOU KNOW HOW HARD I'M GONNA ROLL FOOLS???
Elixir of Agility Now grants 12-22% Attack Speed and 8% Critical Chance, reduced from 15-25% Attack Speed and 15% Critical Chance Cost reduced to 250 from 300 Elixir of Brilliance Now grants 20-40 Ability Power and 10% Cooldown Reduction, reduced from 31-65 Ability Power and 10% Cooldown Reduction Cost reduced to 250 from 300 Elixir of Fortitude Now grants 140-235 Health and +10 Attack Damage, reduced from 230-400 Health and +11-28 Attack Damage Cost reduced to 250 from 300
Riot wanted to nerf ranged carries. Not a huge change.
Last Whisper Combine path changed: now requires Pickaxe and Long Sword, instead of Recurve Bow and Long Sword Upgrade cost increased to 700 from 500 Now provides +40 Attack Damage and 40% Armor Penetration
Sight Ward Health reduced to 1 and armor reduced to 0 Reduced collision and spellhit sizes Duration reduced to 3 minutes from 4.5 Vision Ward Health reduced to 1 and armor reduced to 0 Reduced collision and spellhit sizes Duration reduced to 3 minutes from 3.5
Some1's gonna figure out that there are some bugged champions that affect wards through their whatever splash spell and they're going to abuse that shit. Not a huge change otherwise. Requires more map awareness to know who killed your wards. Requires more wards being bought meaning hi support champions.
Flash no longer pops projectiles Flash cooldown increased to 255 seconds, from 240 Say hello to buffed sion, taric, and whoever else gud that i forgot. Now you need to flash preemptively instead of being a little girl and baiting that stun.
To postpone flash remove or change, Riot wants to keep increasing cd like they've done since the beginning of time. ZZZZ Now there is a longer period for champions that have no escapes to wait before they can engage really aggressively. Like 240 seconds and around 185 from the 15% wasn't enough.
Spray and Pray Now fires a maximum of 5/6/7 shots Duration increased to 12 seconds from 6 Now increases Twitch's attack damage by 15/25/35 instead of providing 30/45/60% Attack Speed
Null Zone percent of health damage increased to 5/6/7/8/9% from 4/5/6/7/8% Null Zone no longer has a minimum damage dealt Voidlings now spawn after 4 casts instead of after 5
Seismic Shard slow and haste changed to 14/17/20/23/26% from 10/15/20/25/30% Seismic Shard cast range reduced to 625 from 700 Ground Slam mana cost increased to 60/65/70/75/80 from 60
F yeah, now this guy takes more hits when Q trading. Ruins this guy's early game.
Drunken Rage damage reduction reduced to 10/12/14/16/18% from 10/14/18/22/26% Drunken Rage mana restoration changed to 40/55/70/85/100 from 50/60/70/80/90 Explosive Cask cooldown increased to 90/75/60 seconds from 60
Still good. But say hello to something like AP gragas since locket's gone.
Decisive Strike attack damage ratio increased to 120% from 100% Decisive Strike base damage reduced to 30/45/60/75/90 from 40/60/80/100/120 Judgment Base damage per second changed to 60/90/120/150/180 from 30/70/110/150/190 Scaling increased to 100% per second from 70% Now scales off of only bonus attack damage rather than all attack damage
Woot now his stupid spin does 60 damage per second at lvl 1. Me thinks that with ignite, and duo lane, it can instagib at lvl 1. Think about how much it did with 30 damage per second, and then imagine 2x of that.
Cho'Gath Rupture delay reduced to 0.75 seconds from 0.8 Carnivore health restored reduced to 34-68 from 40-82 Carnivore mana restored reduced to 7-15.5 from 8-16.5
Affects Sona so hard. Her heal healed for so littleearly on, but now with locket removed, she's healing for even less. Might need to go Q into max heal now. Even with that, she might not be good enough.
Minion count on the scoreboard will now only update for Champions that you have vision of
Get wards asap and ward asap. Pro junglers will change their jungle timings to either 1. Go for faster ganks before wards, or just go with the usual and kill baddies.
Dragon no longer provides any global experience, but provides more global gold
One of two things happen with this change. #1, now every1 or nearly every1 will have to be next to dragon to get the full exp or #2, the gold buff is enough that it's still a very high priority.
Overall, I feel like people are overreacting to these changes.
garen's level 1 damage output is lower.
it used to be 30 + 70% of his AD (60 * 0.7 = 42) = 72. With it scaling off of just bonus AD now, the net effect is a nerf to his low level damage. Garen is officially DEAD. The character took it directly in the ass this patch, he's 100% useless since you now need to build offensive items on a character with absolutely nothing with any range. Seriously, he's lower than Urgot tier IMO after this patch.