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[Patch 1.0.0.126: Xerath] General Discussion - Page 156

Forum Index > LoL General
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Azuzu
Profile Joined August 2010
United States340 Posts
Last Edited: 2011-10-18 23:24:55
October 18 2011 23:19 GMT
#3101
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.
mrgerry
Profile Joined September 2008
United States1508 Posts
October 18 2011 23:19 GMT
#3102
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.
barbsq
Profile Joined November 2009
United States5348 Posts
October 18 2011 23:21 GMT
#3103
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.
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
October 18 2011 23:21 GMT
#3104
Now we wait for NI to post the new GD thread..
Survival is winning, everything else is bullshit.
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
October 18 2011 23:22 GMT
#3105
GP is going to be seen solo top more. np
Nada's body is South Korea's greatest weapon.
Parnage
Profile Blog Joined February 2010
United States7414 Posts
October 18 2011 23:22 GMT
#3106
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.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
Craton
Profile Blog Joined December 2009
United States17250 Posts
Last Edited: 2011-10-18 23:25:00
October 18 2011 23:24 GMT
#3107
What the fuck kind of nerf to Talon is that.

"This champ does too much burst, let's trivially nerf his regen."

wtf
twitch.tv/cratonz
Bladeorade
Profile Joined August 2010
United States1898 Posts
October 18 2011 23:26 GMT
#3108
I dont understand how the GP nerf will effect his jungle that much.
tyCe
Profile Joined March 2010
Australia2542 Posts
October 18 2011 23:27 GMT
#3109
Skarner buffs seem way too strong, which is really weird considering how subtle most of the recent changes are.
Betrayed by EG.BuK
JackDino
Profile Joined July 2010
Gabon6219 Posts
October 18 2011 23:29 GMT
#3110
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.
This isnt Broodwar so I dont owe anyone respect for beating me. -arb
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
October 18 2011 23:29 GMT
#3111
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.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Craton
Profile Blog Joined December 2009
United States17250 Posts
October 18 2011 23:32 GMT
#3112
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.
twitch.tv/cratonz
RogerX
Profile Blog Joined December 2010
New Zealand3180 Posts
October 18 2011 23:32 GMT
#3113
i hate living in NZ time :3
Stick it up. take it up. step aside and see the world
zalz
Profile Blog Joined February 2011
Netherlands3704 Posts
Last Edited: 2011-10-18 23:38:30
October 18 2011 23:38 GMT
#3114
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?
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
October 18 2011 23:38 GMT
#3115
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.
emucxg
Profile Blog Joined May 2007
Finland4559 Posts
October 18 2011 23:41 GMT
#3116
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
tyCe
Profile Joined March 2010
Australia2542 Posts
October 18 2011 23:48 GMT
#3117
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?
Betrayed by EG.BuK
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
October 18 2011 23:49 GMT
#3118
Woot, they didn't touch Lee sin at all!
time to keep abusing his OP-ness
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
October 18 2011 23:52 GMT
#3119
New patch tomorrow.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=276899
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
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