Sona
* Now requires skill to play
LOL
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Iplaythings
Denmark9110 Posts
April 01 2011 16:29 GMT
#1341
Sona * Now requires skill to play LOL | ||
WaveofShadow
Canada31494 Posts
April 11 2011 06:15 GMT
#1342
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Two_DoWn
United States13684 Posts
April 11 2011 06:16 GMT
#1343
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WaveofShadow
Canada31494 Posts
April 11 2011 06:20 GMT
#1344
I like the idea of the AD scaling being better...forces meaningful choices. | ||
Two_DoWn
United States13684 Posts
April 11 2011 06:26 GMT
#1345
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SnK-Arcbound
United States4423 Posts
April 11 2011 06:57 GMT
#1346
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Ecael
United States6703 Posts
April 11 2011 07:03 GMT
#1347
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TheYango
United States47024 Posts
April 11 2011 07:32 GMT
#1348
On April 11 2011 16:03 Ecael wrote: The thing though is that HoG is efficient survivability, but it doesn't really mean much without your champ being able to use that survivability. Hitting HoG simply hurts the likes of mumu and Rammus more than it does punish the laners who were stacking it. It was still pretty out of line from a pure cost-effectiveness standpoint. Pretty much every other gp5 item took 5+ minutes to become cost-effective, when HoG took only a minute. | ||
Ecael
United States6703 Posts
April 11 2011 07:40 GMT
#1349
On April 11 2011 16:32 TheYango wrote: Show nested quote + On April 11 2011 16:03 Ecael wrote: The thing though is that HoG is efficient survivability, but it doesn't really mean much without your champ being able to use that survivability. Hitting HoG simply hurts the likes of mumu and Rammus more than it does punish the laners who were stacking it. It was still pretty out of line from a pure cost-effectiveness standpoint. Pretty much every other gp5 item took 5+ minutes to become cost-effective, when HoG took only a minute. I am alright with them nerfing it, though Riot being the usual is neglecting the fact that by taking out the armor component, they have just about removed every cheap health+armor item other than dshield. Pretty much making this more of a nerf for the tanks than it is for the other champs stacking it, the guys don't exactly need more nerfs -.- | ||
jtype
England2167 Posts
April 11 2011 07:47 GMT
#1350
On April 11 2011 16:40 Ecael wrote: Show nested quote + On April 11 2011 16:32 TheYango wrote: On April 11 2011 16:03 Ecael wrote: The thing though is that HoG is efficient survivability, but it doesn't really mean much without your champ being able to use that survivability. Hitting HoG simply hurts the likes of mumu and Rammus more than it does punish the laners who were stacking it. It was still pretty out of line from a pure cost-effectiveness standpoint. Pretty much every other gp5 item took 5+ minutes to become cost-effective, when HoG took only a minute. I am alright with them nerfing it, though Riot being the usual is neglecting the fact that by taking out the armor component, they have just about removed every cheap health+armor item other than dshield. Pretty much making this more of a nerf for the tanks than it is for the other champs stacking it, the guys don't exactly need more nerfs -.- Yea, that's a good point actually, it seems like they're inadvertently buffing tanky DPS by doing this, while saying that they were doing the opposite. | ||
ArC_man
United States2798 Posts
April 11 2011 08:21 GMT
#1351
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Vlanitak
Norway3045 Posts
April 11 2011 08:32 GMT
#1352
and to add to the scene Morello's face is like: hurr durr u mad bro? oh and at the end aswell. Tamat's thoughts and face: after this video I am strangeling someone. | ||
SQWKZ
Finland720 Posts
April 11 2011 09:22 GMT
#1353
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Goshawk.
United Kingdom5338 Posts
April 11 2011 12:38 GMT
#1354
tl;dw Heart of Gold Armor removed, now only provides Health Wriggle's Lantern 500 damage proc is now magic damage, and no longer triggers lifesteal. It was earlier said on the forums that you cannot spellvamp off it either. Lifesteal increased from 14% to 18% to make up for this. Teemo Mushrooms reload time slightly increased. Move Quick cooldown increased from 13 to 22 seconds. Nocturne Lowered Bonus damage while on Duskbringer trail. Fear breaks properly when blinking away (bug-fix). Fear leash range slight decrease Ult range slightly lowered by 100 Cassiopeia Unspecific buffs Twisted Fate Multiple bug fixes Overall Tanky DPS (Ex. Renekton) Lowered base damages Increased ratios Stolen off reddit. | ||
Shikyo
Finland33997 Posts
April 11 2011 12:42 GMT
#1355
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Zato-1
Chile4253 Posts
April 11 2011 13:30 GMT
#1356
On April 11 2011 15:20 WaveofShadow wrote: The Nocturne nerf is hitting the wrong thing in my opinion...his passive attack speed + spellshield AS buff is what needs to be taken down a notch. I like the idea of the AD scaling being better...forces meaningful choices. From a gold perspective, the bonus AD from Duskbringer is worth: Level 1 - 2 Longswords (830g) Level 2 - 3 Longswords (1245g) Level 3 - 4 Longswords (1660g) Level 4 - 5 Longswords (2075g) Level 5 - 6 Longswords (2490g) The bonus AS from Shroud of Darkness is worth: Level 1 - 1.3 Daggers (560g) up to 2.6 Daggers (1120g) Level 2 - 1.7 Daggers (700g) up to 2.6 Daggers (1400g) Level 3 - 2.0 Daggers (840g) up to 2.6 Daggers (1680g) Level 4 - 2.3 Daggers (980g) up to 2.6 Daggers (1960g) Level 5 - 2.7 Daggers (1120g) up to 2.6 Daggers (2240g) So the bonus AD from one ability is worth roughly as much as the bonus AS from the other, IF Shroud blocks a spell and is at double effectiveness. I don't see why the AS stat is the problem instead of the AD- particularly since skillful play from Noct's victim means Noct doesn't get double the AS benefit. On April 11 2011 15:26 Two_DoWn wrote: The ad on his trail being lower is quite clever actually. It will slow his jungle by a lot more than hitting the as would. Well, that kinda depends. If the nerf ends up being along the lines of, reducing the bonus AD from 20/30/40/50/60 to 20/28/36/44/52, then it shouldn't impact his jungling too much. | ||
freelander
Hungary4707 Posts
April 11 2011 13:38 GMT
#1357
On April 11 2011 16:32 TheYango wrote: Show nested quote + On April 11 2011 16:03 Ecael wrote: The thing though is that HoG is efficient survivability, but it doesn't really mean much without your champ being able to use that survivability. Hitting HoG simply hurts the likes of mumu and Rammus more than it does punish the laners who were stacking it. It was still pretty out of line from a pure cost-effectiveness standpoint. Pretty much every other gp5 item took 5+ minutes to become cost-effective, when HoG took only a minute. wasn't it like 400 sec? 200 g combine cost it gives 1 g / 2 sec -> 200g *2sec / 1 g = 400 sec time till it gives back the price of the recipe | ||
Zato-1
Chile4253 Posts
April 11 2011 13:47 GMT
#1358
On April 11 2011 22:38 freelander wrote: Show nested quote + On April 11 2011 16:32 TheYango wrote: On April 11 2011 16:03 Ecael wrote: The thing though is that HoG is efficient survivability, but it doesn't really mean much without your champ being able to use that survivability. Hitting HoG simply hurts the likes of mumu and Rammus more than it does punish the laners who were stacking it. It was still pretty out of line from a pure cost-effectiveness standpoint. Pretty much every other gp5 item took 5+ minutes to become cost-effective, when HoG took only a minute. wasn't it like 400 sec? 200 g combine cost it gives 1 g / 2 sec -> 200g *2sec / 1 g = 400 sec time till it gives back the price of the recipe The 200g combine cost gives you 20 health and 9 armor on top of the basic components though, which are worth 52g and 150g respectively. | ||
freelander
Hungary4707 Posts
April 11 2011 13:56 GMT
#1359
i didnt see the extra stats for some reason | ||
emucxg
Finland4559 Posts
April 11 2011 14:23 GMT
#1360
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