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I know gunblade was a bit too good, but I wish they would undo some of the recent nerfs to gunblade heroes. Maybe I'm just not that informed but it really doesn't feel like jax needed as much of a hit as akali.
Edit: Oh yea. And skarner buffs. I really wish riot would not making sweeping changes like this. It's clear he's a little weak but sets of buffs that large are rarely good for a stable meta. Incremental buffs/nerfs are the way to go.
Orianna buff is kind of funny actually.
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Skarner's buff is really big, his sustain will be much easier to receive with fracture giving hp on kills. Don't know how big of an effect the base scaling will have and q mana change won't effect him at all. What I don't get is why didn't riot just give his skillset more ad scaling or at least a consistent aspeed steroid if they wanted him built around his attackspeed (From what Phreak said in the preview about buffing his base aspeed). Having ap ratios like that + a super mediocre aspeed buff seems silly. I was really hoping they would give his shield the "janna" treatment and have it last throughout the duration whether or not the shield is up. I'd have a lot more fun with Skarner if I actually felt stronger with items but in his current state its basically get tankier and add a triforce and hope your team kills shit.
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On October 19 2011 08:15 HazMat wrote:Show nested quote +On October 19 2011 08:08 WaveofShadow wrote: Interesting patch notes. Nothing I really see in here seems unwarranted (except maybe Skarner buffs, but we'll see how that goes)...well done, Riot. I think the GP nerf is silly. The Skarner buff seems a bit much though.
i agree, i dont think gp has been permaban worthy for some time now, i think he was in a pretty decent place as it was. The skarner buffs kinda scare me, mostly kus i've been doing pretty well with him top lane, which makes me wonder if he wont become some kind of monster this coming patch.
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Now we wait for NI to post the new GD thread..
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GP is going to be seen solo top more. np
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Not sure I am going to be able to Jungle Gp at all at this point which really makes me sad as I enjoyed Jungle Pirate over Lanepirate anyday.
At the very least I'd have to waste even more ip to get runes to run even more attackspeed. Just doesn't seem like they want GP in the jungle.
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What the fuck kind of nerf to Talon is that.
"This champ does too much burst, let's trivially nerf his regen."
wtf
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I dont understand how the GP nerf will effect his jungle that much.
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Skarner buffs seem way too strong, which is really weird considering how subtle most of the recent changes are.
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On October 19 2011 08:26 Bladeorade wrote: I dont understand how the GP nerf will effect his jungle that much. It's not just this nerf, there's been more nerfs that each hurt his jungle a bit, now he loses 2damage on his active @ lvl1 and he wasn't that fast to begin with.
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On October 19 2011 08:26 Bladeorade wrote: I dont understand how the GP nerf will effect his jungle that much. His e was what letting him jungle. He has no innate damage mitigation or sustain, so he has to rely on killing shit faster than it can kill him. The initial remake was too powerful, since you could simply run a full aspeed page and boots and do enough damage to kill the jungle. Then they nerfed the number of stacks his passive did (big deal) and the ad his e gave (bigger deal) to the point where this patch he is very slow and weak in jungle. This nerf is just beating a dead horse with a stick.
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So my predictions: Skarner will be OP Akali will see no noticeable change from gunblade nerf Talon will still be OP
Rest will stay pretty similar.
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i hate living in NZ time :3
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Skarner is going to be a beast.
In the jungle his main problem was mana, the Q change fixes that easily.
On the lane the problem was that if you leveled E first (and you kinda had to to compete) your E got so strong that it ended up dealing a ton of damage and often killing marked mobs. With this change you can get 6-7 heal marks all the time.
His ulti change is doubtfull to change much. I think the skill could be 2 seconds and still not be that much stronger then the 1.5 and yes i know 0.5 is a lot in LoL but for the skarner ulti i doubt 0.5 would be that big a deal let alone 0.25.
Increased atack speed per level is nice and a good chunk even.
I think it's not unfair to say that Skarner is going to be a very powerfull champ this patch. His jungle and lane game both got improved a great deal. Not just made stronger but the whole weak aspects got pretty much removed.
Will Skarner be OP? Nah i doubt that. His ganks are still not that great for a jungler since Q still needs that double tap to slow and ulti ganking is nice but doesn't happen often enough to call it OP.
I loved Skarner but i don't think ill play him much in the next patch. Maybe a few days after the initial wave of new Skarner players dries up.
As for Talon changes. Lolwut?
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On October 19 2011 08:07 Blitzkrieg0 wrote:Show nested quote +On October 19 2011 08:04 JackDino wrote: You could think instead of complain and realize that the manaregen nerf is probs aimed at his W spam in lane, wether it's enough we won't know till the patch goes trough(or someone does tons of tc). That was a bit too whiny, but it changes nothing in my opinion. If he has to buy a Philo now to cover his mana costs he won't be behind much if any at all. .
Having to buy philo stone is a pretty big deal for someone whose gameplan is revolved around building up as much burst as possilble.
The fact that he could buy nothing but AD and still spam his shit in lane forever was the most retarded part about him. His insane burst after snowballing is a trickle-down effect from that, imo.
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patch note, not sure if posted
+ Show Spoiler +New Skins in the Store
Hired Gun Graves Jailbreak Graves Haunting Nocturne FrankenTibbers Annie Bewitching Nidalee Definitely Not Blitzcrank
League of Legends v1.0.0.127 Graves, the Outlaw
Buckshot: Graves fires three bullets in a cone damaging all enemies in the projectiles path. Enemies at close range can be hit by multiple projectiles, but each one beyond the first will deal reduced damage. Smokescreen: Graves fires a smoke canister at the target area that deals damage and creates a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and movement speed. Quickdraw: Graves dashes forward gaining an attack speed boost for several seconds. Attacking enemies lowers the cooldown of this skill. Collateral Damage (Ultimate): Graves fires an explosive shell dealing heavy damage to the first target it hits. After hitting a champion or reaching the end of its range the shell explodes dealing damage in a cone behind the target. True Grit (Passive): Graves gains increasing armor and magic resistance the longer he remains in combat.
Corki
Gatling Gun Now has a base damage of 20/32/44/56/68 per second Duration has been adjusted to 4 seconds at all levels Scales with 0.4 bonus Attack Damage ratio per second, from 0.4 total Attack Damage ratio every second
Gangplank
Raise Morale Active movement speed reduced to 8/11/14/17/20 from 10/14/18/22/26 Active attack damage reduced to 12/19/26/33/40 from 14/22/30/38/46
Kog'Maw
Bio-Arcane Barrage duration reduced to 8 seconds from 10
Orianna
Basic attack range increased to 525 from 500
Riven
Broken Wings Now counts as an attack command when you use it to lock-onto a target. Slightly extended duration of collision ignoring with minions after using this ability
Shaco
Health per level increased to 84 from 80 Base Health increased to 525 from 501 Base Mana increased to 270 from 250
Skarner
Attack Speed per level increased to 2.1% from 1.44% Energize will no longer activate when attacking Towers. Crystal Slash Mana cost decreased to 15 at all ranks from 22/24/26/28/30 Fracture will now heal Skarner if Fracture kills its target. Impale duration increased to 1.75 from 1.5 seconds
Talon
Base health regeneration reduced to 7.25 per 5 seconds from 9.5 Base mana regeneration reduced to 6.75 per 5 seconds from 10
Dominion
Ambient experience gain has been lowered by 10% Lowered the point where Nexus Health will only be affected by holding capture points (and not by Champion Kills or Neutralizes) to 100 Nexus Health from 125 Nexus Health Health Pack pickups will now grant 20% more Mana Personal Scoring has been adjusted to more evenly reward defensive play: Minion Kill reward increased to 2 points from 1 Channel Interrupt reward increased to 5 from 2 Martyr (dying on point) now gives an additional 10 points over its previous bonus Point defense bonus is granted more regularly There is now a score bonus associated with getting a Champion kill or assist while being on or near a point.
Items
Tear of the Goddess, Archangel's Staff, and Manamune now display their current bonus mana again Hextech Gunblade Attack Damage reduced to 40 from 60 Ability Power reduced to 70 from 75 Life Steal reduced to 15% from 20% Spell Vamp reduced to 20% from 25% and is now UNIQUE
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Btw what does it mean when it says that Gunblade's spell vamp is unique? Does it mean that its spell vamp doesn't stack with any other sources of spell vamp (e.g. Akali passive) or does it mean that the spell vamps of multiple Gunblades won't be stacked?
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Woot, they didn't touch Lee sin at all! time to keep abusing his OP-ness
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United States37500 Posts
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