Woooo hooooOoo!
[Discussion] Patch Notes - Page 34
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phyvo
United States5635 Posts
Woooo hooooOoo! | ||
Brambled
United States750 Posts
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Juicyfruit
Canada5484 Posts
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Phunkapotamus
United States496 Posts
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Kaniol
Poland5551 Posts
On January 26 2011 12:25 Brambled wrote: Just had to do a 8mb download. Anyone know if things were changed? I think it was just an update to adobe air | ||
TacToSs
Australia330 Posts
Patch preview notes | ||
Zanzabar Haberdasher
United States510 Posts
Destroy my mana regen yellows and blues and early utility tree masteries? Check. Give Pantheon back his stun? Negative. The dream is dead. | ||
Dgiese
United States2687 Posts
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Zato-1
Chile4253 Posts
On January 30 2011 19:48 Dgiese wrote: Hmmm I wonder if they'll overlook the holiday quints in the HP quint nerf. Would be pretty cool if those +30HP haloween quints became the best. Not a chance. | ||
0123456789
United States3216 Posts
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barbsq
United States5348 Posts
incoming massive qq over panth and anyone else who can kill you @ lvl 4 also seems like this is a pretty large buff to people like nunu, olaf and trundle who have built in hp regen mechanics, might start seeing them solo a lot more often | ||
BluzMan
Russian Federation4235 Posts
The basis of an 1v2 lane (which is possible in solo Q at least at low ELO) is that lvl 1-2 spells can't really kill you with a few exceptions, and from then on you have a level advantage. With the changes to HP quints and Doran's items many 1v2 lanes will simply cease to exist which might make taking a jungler a disaster. I dunno how that affects the game in general, but it might go bad. | ||
Caller
Poland8075 Posts
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misirlou
Portugal3229 Posts
On January 31 2011 03:02 BluzMan wrote: I wonder if they kill junglers in solo Q. The basis of an 1v2 lane (which is possible in solo Q at least at low ELO) is that lvl 1-2 spells can't really kill you with a few exceptions, and from then on you have a level advantage. With the changes to HP quints and Doran's items many 1v2 lanes will simply cease to exist which might make taking a jungler a disaster. I dunno how that affects the game in general, but it might go bad. so true. the only 2 games i went with vlad on my elo i won and i had a 1v2 lane. but it was so hard to lane. even with hp pot i came so close to die. once i even had ashe vs eve and another melee stuner. i did ok, 4 1(mega dive) at one point, but mid started feeding and it soon was a 3v1 lane, 4 5 in no time. god... taking a jungle isnt functional anymore in my elo. i look to other team theres a shaco and an amumu. i go like ok olaf or malph jungl. when i get to load and see no smite im like "wtf..." and either i go to top lane with smite or the guy there just feeds and actualy falls behind the duo lane... | ||
phyvo
United States5635 Posts
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barbsq
United States5348 Posts
On January 31 2011 03:02 BluzMan wrote: I wonder if they kill junglers in solo Q. The basis of an 1v2 lane (which is possible in solo Q at least at low ELO) is that lvl 1-2 spells can't really kill you with a few exceptions, and from then on you have a level advantage. With the changes to HP quints and Doran's items many 1v2 lanes will simply cease to exist which might make taking a jungler a disaster. I dunno how that affects the game in general, but it might go bad. actually noone can 1v2, there is no theory behind it, just that if the 2 play properly, there isnt a single hero who can take both of them on at the same time. It works in lower elo solely due to the fact that the 2 lane pushes harder than the 1, which makes the 1 person at the tower, and therefore, safe. In higher elo, the 2 will simply not push the lane and zone from lvl 1 or lvl 2, or they will push insanely hard and simply take the tower, depending on the hero they are laning against (people like ez simply cannot push back, so the tower can just be taken) and then proceed to roam, wreaking havoc on the other lanes the only reason this isnt done in high elo is that it basically cedes dragon and buff control to the other team, not to mention one player will have to get smite anyways just to maintain some level of baron control | ||
Two_DoWn
United States13684 Posts
I just mean, we have promises that if we continue to use the runes we wont notice much of a difference, but the decided lack of numbers i find quite concerning. | ||
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TheYango
United States47024 Posts
On January 31 2011 04:36 Two_DoWn wrote: So is anyone even sure that the mana change isnt a straight up nerf? For .35 mp5 lost per yellow, we gain 2.5 base according to phreak. But unless im an idiot, .35*9>2.5, so at level one it is a straight up nerf, not including later levels where less mp5 per runes make it worse. I just mean, we have promises that if we continue to use the runes we wont notice much of a difference, but the decided lack of numbers i find quite concerning. You're off by a factor of 10. Old mp5 runes are 0.1 per level, new ones are 0.065, so the net loss per level is 0.035, not 0.35. | ||
ArC_man
United States2798 Posts
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Two_DoWn
United States13684 Posts
On January 31 2011 04:58 TheYango wrote: You're off by a factor of 10. Old mp5 runes are 0.1 per level, new ones are 0.065, so the net loss per level is 0.035, not 0.35. right. I still wanna see actual numbers from riot though. | ||
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