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[Discussion] Patch Notes - Page 50

Forum Index > LoL General
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TheYango
Profile Joined September 2008
United States47024 Posts
February 19 2011 01:10 GMT
#981
On February 19 2011 07:59 dnastyx wrote:
Volley is 1100, nerfed from 1200

Source? The last patch notes I found with a mention of Volley were 1.0.0.94b here, and that says 1300->1200. I could have missed something but none of the patch notes after that mention anything about Ashe changes.
Moderator
Misder
Profile Joined October 2009
United States1557 Posts
February 27 2011 02:13 GMT
#982
Whaaaa?
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
February 27 2011 02:43 GMT
#983
+Armor Pen Towers
Minions Buff
Urgot Q range nerf
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
dnastyx
Profile Blog Joined January 2009
United States2707 Posts
February 27 2011 03:16 GMT
#984
On February 27 2011 11:43 NeoIllusions wrote:
+ % Armor Pen Towers
Minions Buff
Urgot Q range nerf

WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
February 27 2011 05:53 GMT
#985
On February 27 2011 11:43 NeoIllusions wrote:
+Armor Pen Towers
Minions Buff
Urgot Q range nerf


Since I play Urgot a LOT, I'm confused about the Q range nerf.
Is it just a nerf of the fact that you could sometimes hit people WAY outside the supposed range when locked on (ie bug fix)?
Or are they actually shortening the range at which the lockon hits?
Or some combination of the two?
They weren't very clear on this.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
jtype
Profile Blog Joined April 2009
England2167 Posts
February 27 2011 05:57 GMT
#986
Yea, I was under the impression that it was just a bug fix, but I could be wrong.

I just played a game as Urgot and, I must say, my missiles just don't seem to be locking on reliably at all. I'm pretty sure I'm doing the same thing I always did, but I just can't get them to lock.
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
February 27 2011 09:35 GMT
#987
On February 27 2011 14:57 jtype wrote:
Yea, I was under the impression that it was just a bug fix, but I could be wrong.

I just played a game as Urgot and, I must say, my missiles just don't seem to be locking on reliably at all. I'm pretty sure I'm doing the same thing I always did, but I just can't get them to lock.

Just played; missiles are still locking fine as of now, and still with the same crazy range as they used to.
We'll see what happens come patch day.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
jtype
Profile Blog Joined April 2009
England2167 Posts
February 27 2011 10:56 GMT
#988
On February 27 2011 18:35 WaveofShadow wrote:
Show nested quote +
On February 27 2011 14:57 jtype wrote:
Yea, I was under the impression that it was just a bug fix, but I could be wrong.

I just played a game as Urgot and, I must say, my missiles just don't seem to be locking on reliably at all. I'm pretty sure I'm doing the same thing I always did, but I just can't get them to lock.

Just played; missiles are still locking fine as of now, and still with the same crazy range as they used to.
We'll see what happens come patch day.


Ah I must be just noobing out as usual then. Thanks for letting me know. At least I know it's more likely to be something I'm doing wrong and not a bug.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
February 27 2011 13:08 GMT
#989
I'm not sure what I think about the death timer changes. I never felt that, dying early, it took too long for me to get back into lane to do things again. They say it will let more early game action happen, I dunno, after death one player is ahead after all and usually the other player has to play passively, and I already have a difficult time deciding when to exactly to B after killing an opponent if I can't easily push to their turret before they come back... which will be harder now.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
February 27 2011 14:14 GMT
#990
If you die at lvl 1, your enemy will be lvl 3 by the time you are back. Surely you deserve it though if you die at lvl 1.
If you have a good reason to disagree with the above, please tell me. Thank you.
Niton
Profile Blog Joined March 2009
United States2395 Posts
February 27 2011 14:52 GMT
#991
On February 27 2011 23:14 spinesheath wrote:
If you die at lvl 1, your enemy will be lvl 3 by the time you are back. Surely you deserve it though if you die at lvl 1.


One time I went against an E first mundo who crit me 3 times in a row for like 180 each. I was sad.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
BlackPaladin
Profile Joined May 2010
United States9316 Posts
Last Edited: 2011-02-27 15:36:03
February 27 2011 15:25 GMT
#992
lol, in a lot of games you can't push early on because the enemy will be respawning too soon after a teamfight and your team is too low, so you go for other objectives instead like grab buffs or drag then heal so you don't give up too much map control. I don't see how making death respawn times even shorter will help that situation.
*Maybe* it will help lvl 1 situations but that does not really change it imo. Like if you're lvl 1 and they're lvl 3 you're going to play more passive, but they will play more aggressive since they know they can push you around. So it balances out anyway.
"Your full potential does not matter if you do not use all 100% of it."
phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2011-02-27 17:54:23
February 27 2011 17:53 GMT
#993
On February 27 2011 23:14 spinesheath wrote:
If you die at lvl 1, your enemy will be lvl 3 by the time you are back. Surely you deserve it though if you die at lvl 1.


Most of the deaths I have seen at level 1 have happened before or just after minions have spawned as a result of some level 1 team-ish fight, and even now the timer hardly makes a diffence in those situations. Dying in lane at level 1 is actually pretty hard to do unless a jungler goes for a really early gank or you do a facepalm fail in the duo lane.

That doesn't have much to do with what I was talking about though. I still don't see how early game death timers make the game passive, I've never been in lane at level 6 and thought "Dang I would go for that except there'd just be too many seconds on my death timer!"
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
phyvo
Profile Blog Joined April 2009
United States5635 Posts
March 01 2011 03:47 GMT
#994
Full patch notes here, surprised no one else posted them yet: http://www.leagueoflegends.com/board/showthread.php?t=549872

+ Show Spoiler +
League of Legends and PVP.net will be updated during scheduled maintenance on 3/1/2011 from 1:30 AM until 11AM PST.

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* Commando Jarvan
* Dragon Slayer Jarvan
* Hextech Anivia
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PVP.net v1.30.17

* The Login Queue will now update your position more regularly
* The Login Queue will no longer lock the focus of the application
* You can now disable the Music at the main login page
* Clickable URLs can now be sent via player to player chat
* Updated the splash art for Twitch, Evelynn, Katarina, and Annie
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League of Legends v1.0.0.112

Jarvan, the Exemplar of Demacia

* Dragon Strike: Jarvan IV charges through his opponent, dealing physical damage and lowering their armor by a %. This will pull Jarvan IV to a Standard if it encounters one, knocking up all enemies in his path.
* Golden Aegis: Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies. Triggers automatically if damage would reduce Jarvan below 300 Health if it is not on cooldown.
* Demacian Standard: Passively grants Jarvan bonus attack speed and armor. Active: Throws a Demacian flag, dealing physical damage and granting passive benefits to nearby allies.
* Cataclysm (Ultimate): Jarvan IV heroically leaps at his target, dealing physical damage and creating a circle of terrain around them for a few seconds.
* Martial Cadence (Passive): Jarvan IV exploits his target's opening, dealing 8% of the target's current HP as magic damage. This effect cannot occur on the same target for 6 seconds.


Anivia

* Glacial Storm initial mana cost decreased to 75/125/175 from 100/150/200


Caitlyn

* Ace in the Hole
o Projectile speed increased to 3200 from 2200
o Range increased to 1600/1900/2200 from 1400/1800/2200
o Initial cast time leading up to the channeling time has been significantly decreased


Ezreal

* Trueshot Barrage now scales with bonus attack damge at a 1.0 ratio


Garen

* Decisive Strike
o Movement speed boost increased to 3 seconds from 2
o Total duration available to proc the silence and hit reduced to 6 seconds from 7
o Bonus damage ratio increased to 150% from 120%
* Judgment cooldown reduced to 14/13/12/11/10 from 15/14/13/12/11 seconds


Janna

* Monsoon no longer slows enemies who re-enter the storm


Karma

* Heavenly Wave base heal increased to 35/55/75/95/115/135 from 30/45/60/75/90/105
* Spirit Bond cooldown reduced to 15/14/13/12/11/10 from 20/18/16/14/12/10.
* Soul Shield Increased the shield strength by 10 at all ranks.
* Mantra cooldown reduced to 25 seconds from 30 seconds.


LeBlanc

* Ethereal Chains ability power ratio increased to 0.5 from 0.4 for both damage components


Maokai

* Twisted Advance levelup tooltip now correctly displays the increase in mana cost
* Fixed a bug where Maokai's death animation would not play if he is slain during Twisted Advance


Mordekaiser

* Mace of Spades ability power ratio increased to 0.4 from 0.2


Singed

* Fixed a bug that was causing Poison Trail to have a 1 second cooldown upon activation


Sivir

* Fixed a bug with Boomerang Blade that was causing certain items to not show their bonus attack damage in the tooltip


Urgot

* Fixed a bug with Acid Hunter that was causing missile lock to shoot further then intended


Veigar

* Primordial Burst ability power ratio increased to 1.2 of Veigar's ability power and reduced to 0.8 of his target's ability power


Zilean

* Fixed a bug where the particle on Time Warp would not persist through the full duration of the movement speed modifier at later ranks


Items

* Fixed a tooltip bug where Haunting Guise said it provided 180 Health and 20 Ability Power, when it actually provided 200 Health and 25 Ability Power
* Morello's Evil Tome cooldown reduction increased to 20% from 15%
* Sight and Vision Wards can now be stacked 5 per slot
* Tiamat
o Attack damage increased to 50 from 42
o Mana regeneration per 5 seconds increased to 5 from 4
o Shop tooltip is now more descriptive, matching the inventory tooltip
* Spirit Visage increased healing and regeneration effects reduced to 15% from 20%


Summoner Spells

* Ghost duration decreased to 10 from 14


General

* Death Timers have been reduced on Summoner's Rift to 12-50 seconds from 28-50 seconds
* Minions
o Melee minion magic resist now increases 1.25 per 3 minutes (up from 0.5)
o Ranged minion armor now increases 1.25 per 3 minutes (up from 0.5)
o Cannon minion armor and magic resist now increase 3 per 3 minutes (up from 2)
o After 20 minutes, cannon minions now spawn every 2 waves (up from every 3 waves)
o Cannon minions and super minions now reduce turret damage by 65% (up from 50%)
o Fixed a tooltip bug "This unit receive..." with cannon minions and super minions
o Minions now deal about 50% more damage to turrets
* Turrets
o Turrets deal about 10% less base damage to champions
o Turrets now have 20% armor penetration
* Fixed several typos in the Options Menu

"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
March 01 2011 03:51 GMT
#995
It's only been out for 15 min. >_>
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Niton
Profile Blog Joined March 2009
United States2395 Posts
March 01 2011 03:52 GMT
#996
Spirit Visage nerf count: 5.

With all the FoTM / OPness going around, it's funny to see one item just get consistantly nerfed patch after patch when it's not something people even complain about.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
HazMat
Profile Blog Joined October 2009
United States17077 Posts
March 01 2011 03:54 GMT
#997
On March 01 2011 12:51 NeoIllusions wrote:
It's only been out for 15 min. >_>

u slow.
www.youtube.com/user/ShakeDrizzle | League and SSBM content creator | Armada's Youtube Editor
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
March 01 2011 03:55 GMT
#998
Ezreal buff, lulz.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
March 01 2011 03:56 GMT
#999
On March 01 2011 12:52 Niton wrote:
Spirit Visage nerf count: 5.

With all the FoTM / OPness going around, it's funny to see one item just get consistantly nerfed patch after patch when it's not something people even complain about.


I'm convinced that Riot just hates Mundo. These are all just Mundo nerfs because who else is still building SV?
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
TL Blazeraid
Profile Joined January 2011
566 Posts
March 01 2011 03:56 GMT
#1000
jarvan looks like a retardedly good tank with that cc, team buff and ult.
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