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[Patch 1.0.0.150: Shadow Isles] General Discussion - Page…

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Gahlo
Profile Joined February 2010
United States35174 Posts
November 09 2012 20:50 GMT
#5381
Generic S3 Jungle preview thread:
http://na.leagueoflegends.com/board/showthread.php?t=2780182
onlywonderboy
Profile Joined August 2012
United States23745 Posts
November 09 2012 20:50 GMT
#5382
Interesting change to TT, alters don't unlock until 3 minutes and the bonus gold per kill is getting reduced. Hopefully this alter change will prevent all of the game start invading that PUBs want to do. Invades without communication rarely go well. Also maybe this will keep things from being as snowball-y.

http://www.surrenderat20.net/2012/11/upcoming-ttl-changes-and-botrk-wd-in-s3.html#more
RIP Ryan Davis / TL or Die / @onlywonderboy
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
Last Edited: 2012-11-09 20:51:51
November 09 2012 20:50 GMT
#5383
Awww man I got Nocturne ulted.
gg Neo :D

In other news, probably safe to say patch won't be dropping on the weekend yes? (Unless Riot pulls something like that horrible weekend patch earlier on in the year)
So if I get my courage up to try again I might still be able to gain dem elos in time....
Edit: I wish these previews weren't so vague.
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
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
November 09 2012 20:52 GMT
#5384
http://na.leagueoflegends.com/board/showthread.php?t=2780182

Leashing is no longer possible.
https://twitter.com/SufficientStats
onlywonderboy
Profile Joined August 2012
United States23745 Posts
November 09 2012 20:53 GMT
#5385
I thought this was interseting
. For example, Hunter’s Machete is a great starting item which can be purchased at the beginning of the game to help you efficiently clear jungle.


Seems like they are diversifying starting items a bit.
RIP Ryan Davis / TL or Die / @onlywonderboy
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
November 09 2012 20:53 GMT
#5386
On November 10 2012 05:48 Sandster wrote:
Show nested quote +
On November 10 2012 05:47 Zdrastochye wrote:
On November 10 2012 05:17 Slayer91 wrote:
On November 10 2012 01:31 Zdrastochye wrote:
On November 10 2012 01:24 Slayer91 wrote:
On November 10 2012 01:03 Tobberoth wrote:
On November 10 2012 01:02 Slayer91 wrote:
On November 10 2012 01:00 Tobberoth wrote:
On November 10 2012 00:57 Alaric wrote:
AD reds and quints, armor yellows, flat MR blues, you're set.

Disagreed. MR per Level is far more effective since AP fighters won't be an issue early (as they are usually quite weak early and not in your lane anyway) and MR per level gives more benefit later when they are actually dangerous.

Flat AD and Flat Armor is boss though.


yeah which is great because supports and ads never have any magic damage right?

Not enough to make flat MR worth it compared to scaling MR, no.


so you're saying if you're against a kill lane which is usually mostly magic damgae burst you'd rather risk snowballing the lane so you have 13 more mr later?


It's harder to pin your MR as a reason you lost to a kill lane. You probably just played poorly.


It's even harder to pin mr down as a reason why you got killed by a burst ap. The difference is in teamfights if you get caught by a burst ap there were things you could do to avoid it and unless he's underfed he can probably one combo you 13 mr or not, but in lane you HAVE to get creeps meaning to do well in lane you have to risk getting bursted and 200 gold worth of mr is worth more early game since its a higher % of your gold and defensive stats than 200 gold later.


Start dodging Zenith blade.


That's like saying just dodge every skillshot in the game and you'll never need defensive stats.


That's like saying you might as well run into every skillshot because you got flat MR blues.
Hey! How you doin'?
jadoth
Profile Joined December 2011
694 Posts
November 09 2012 20:54 GMT
#5387
On November 10 2012 05:50 Requizen wrote:
Show nested quote +
On November 10 2012 05:48 Sandster wrote:
On November 10 2012 05:47 Zdrastochye wrote:
On November 10 2012 05:17 Slayer91 wrote:
On November 10 2012 01:31 Zdrastochye wrote:
On November 10 2012 01:24 Slayer91 wrote:
On November 10 2012 01:03 Tobberoth wrote:
On November 10 2012 01:02 Slayer91 wrote:
On November 10 2012 01:00 Tobberoth wrote:
On November 10 2012 00:57 Alaric wrote:
AD reds and quints, armor yellows, flat MR blues, you're set.

Disagreed. MR per Level is far more effective since AP fighters won't be an issue early (as they are usually quite weak early and not in your lane anyway) and MR per level gives more benefit later when they are actually dangerous.

Flat AD and Flat Armor is boss though.


yeah which is great because supports and ads never have any magic damage right?

Not enough to make flat MR worth it compared to scaling MR, no.


so you're saying if you're against a kill lane which is usually mostly magic damgae burst you'd rather risk snowballing the lane so you have 13 more mr later?


It's harder to pin your MR as a reason you lost to a kill lane. You probably just played poorly.


It's even harder to pin mr down as a reason why you got killed by a burst ap. The difference is in teamfights if you get caught by a burst ap there were things you could do to avoid it and unless he's underfed he can probably one combo you 13 mr or not, but in lane you HAVE to get creeps meaning to do well in lane you have to risk getting bursted and 200 gold worth of mr is worth more early game since its a higher % of your gold and defensive stats than 200 gold later.


Start dodging Zenith blade.


That's like saying just dodge every skillshot in the game and you'll never need defensive stats.

What, you don't do that already? Ezreal's an easy champion because all you have to do is not get hit by QWR ever


Ryze so op.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 09 2012 20:55 GMT
#5388
To combat this spike in jungle difficulty, we’re introducing several jungle-specific items to the game. For example, Hunter’s Machete is a great starting item which can be purchased at the beginning of the game to help you efficiently clear jungle. It also eventually upgrades into multiple build paths that include several of your favorite mid game jungle items such as Madred’s Razor and Wriggle’s Lantern.


Next, we’re also going to significantly increase the rewards (gold and XP) and scaling difficulty (health and damage that the monsters gain over time) of the jungle as a game progresses. This way junglers who shift their focus toward farming the jungle efficiently can acquire gold and experience faster. This opens up the jungle to many of the more damage-focused and gold-reliant champions like Master Yi who need to scale into the later parts of the game.


Jungle GP. We don't stop farming for shit yo.

Jungle monsters now attack the nearest target rather than attempting to chase their original attacker to make their behavior more consistent


Aaaaand no more leashes. Interdasting.
It's your boy Guzma!
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
November 09 2012 20:56 GMT
#5389
On November 10 2012 05:55 Requizen wrote:
Show nested quote +
To combat this spike in jungle difficulty, we’re introducing several jungle-specific items to the game. For example, Hunter’s Machete is a great starting item which can be purchased at the beginning of the game to help you efficiently clear jungle. It also eventually upgrades into multiple build paths that include several of your favorite mid game jungle items such as Madred’s Razor and Wriggle’s Lantern.


Show nested quote +
Next, we’re also going to significantly increase the rewards (gold and XP) and scaling difficulty (health and damage that the monsters gain over time) of the jungle as a game progresses. This way junglers who shift their focus toward farming the jungle efficiently can acquire gold and experience faster. This opens up the jungle to many of the more damage-focused and gold-reliant champions like Master Yi who need to scale into the later parts of the game.


Jungle GP. We don't stop farming for shit yo.

Show nested quote +
Jungle monsters now attack the nearest target rather than attempting to chase their original attacker to make their behavior more consistent


Aaaaand no more leashes. Interdasting.

Technically if they changed the aggro rules, leashing will still be possible but it won't be easy, and not doable with every champ (ranged junglers anyone?).Although if they keep the "change-aggro-3-times-and-reset" rule then it definitely won't be possible.
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
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 09 2012 20:57 GMT
#5390
On November 10 2012 05:53 Zdrastochye wrote:
Show nested quote +
On November 10 2012 05:48 Sandster wrote:
On November 10 2012 05:47 Zdrastochye wrote:
On November 10 2012 05:17 Slayer91 wrote:
On November 10 2012 01:31 Zdrastochye wrote:
On November 10 2012 01:24 Slayer91 wrote:
On November 10 2012 01:03 Tobberoth wrote:
On November 10 2012 01:02 Slayer91 wrote:
On November 10 2012 01:00 Tobberoth wrote:
On November 10 2012 00:57 Alaric wrote:
AD reds and quints, armor yellows, flat MR blues, you're set.

Disagreed. MR per Level is far more effective since AP fighters won't be an issue early (as they are usually quite weak early and not in your lane anyway) and MR per level gives more benefit later when they are actually dangerous.

Flat AD and Flat Armor is boss though.


yeah which is great because supports and ads never have any magic damage right?

Not enough to make flat MR worth it compared to scaling MR, no.


so you're saying if you're against a kill lane which is usually mostly magic damgae burst you'd rather risk snowballing the lane so you have 13 more mr later?


It's harder to pin your MR as a reason you lost to a kill lane. You probably just played poorly.


It's even harder to pin mr down as a reason why you got killed by a burst ap. The difference is in teamfights if you get caught by a burst ap there were things you could do to avoid it and unless he's underfed he can probably one combo you 13 mr or not, but in lane you HAVE to get creeps meaning to do well in lane you have to risk getting bursted and 200 gold worth of mr is worth more early game since its a higher % of your gold and defensive stats than 200 gold later.


Start dodging Zenith blade.


That's like saying just dodge every skillshot in the game and you'll never need defensive stats.


That's like saying you might as well run into every skillshot because you got flat MR blues.

You're going to get hit. It happens to pros, it happens to bads, to casuals, to hardcores, to asians, and to crackers. Defenses help that, especially early game when the AD is made of cheese paper and doesn't even have a cannon to compensate for it.
It's your boy Guzma!
Sandster
Profile Joined November 2006
United States4054 Posts
November 09 2012 20:57 GMT
#5391
On November 10 2012 05:53 Zdrastochye wrote:
Show nested quote +
On November 10 2012 05:48 Sandster wrote:
On November 10 2012 05:47 Zdrastochye wrote:
On November 10 2012 05:17 Slayer91 wrote:
On November 10 2012 01:31 Zdrastochye wrote:
On November 10 2012 01:24 Slayer91 wrote:
On November 10 2012 01:03 Tobberoth wrote:
On November 10 2012 01:02 Slayer91 wrote:
On November 10 2012 01:00 Tobberoth wrote:
On November 10 2012 00:57 Alaric wrote:
AD reds and quints, armor yellows, flat MR blues, you're set.

Disagreed. MR per Level is far more effective since AP fighters won't be an issue early (as they are usually quite weak early and not in your lane anyway) and MR per level gives more benefit later when they are actually dangerous.

Flat AD and Flat Armor is boss though.


yeah which is great because supports and ads never have any magic damage right?

Not enough to make flat MR worth it compared to scaling MR, no.


so you're saying if you're against a kill lane which is usually mostly magic damgae burst you'd rather risk snowballing the lane so you have 13 more mr later?


It's harder to pin your MR as a reason you lost to a kill lane. You probably just played poorly.


It's even harder to pin mr down as a reason why you got killed by a burst ap. The difference is in teamfights if you get caught by a burst ap there were things you could do to avoid it and unless he's underfed he can probably one combo you 13 mr or not, but in lane you HAVE to get creeps meaning to do well in lane you have to risk getting bursted and 200 gold worth of mr is worth more early game since its a higher % of your gold and defensive stats than 200 gold later.


Start dodging Zenith blade.


That's like saying just dodge every skillshot in the game and you'll never need defensive stats.


That's like saying you might as well run into every skillshot because you got flat MR blues.


...

You run flat armor runes on AD carries because it gives you a much stronger lane presence. It's the same rationale for flat MR runes.


Anyway these jungle changes look promising.
Irave
Profile Joined October 2010
United States9965 Posts
November 09 2012 20:58 GMT
#5392
On November 10 2012 05:52 Sufficiency wrote:
http://na.leagueoflegends.com/board/showthread.php?t=2780182

Leashing is no longer possible.

Removing leashing in general is one way of fixing the leash exploit on blue. New items and such sound pretty cool for the jungler, I think it will make it much more interesting.
Lounge
Profile Joined November 2011
537 Posts
November 09 2012 20:59 GMT
#5393
On November 10 2012 05:55 Requizen wrote:
Show nested quote +
Jungle monsters now attack the nearest target rather than attempting to chase their original attacker to make their behavior more consistent


Aaaaand no more leashes. Interdasting.


Actually, it just makes early jungler help more demanding. You can't just auto once and leave because that doesn't help the jungler at all. It'll be like wolf/wrath where the jungler starts it but you need to help maximize the damage on it before you leave.
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
Last Edited: 2012-11-09 21:02:48
November 09 2012 21:01 GMT
#5394
On November 10 2012 05:57 Requizen wrote:
Show nested quote +
On November 10 2012 05:53 Zdrastochye wrote:
On November 10 2012 05:48 Sandster wrote:
On November 10 2012 05:47 Zdrastochye wrote:
On November 10 2012 05:17 Slayer91 wrote:
On November 10 2012 01:31 Zdrastochye wrote:
On November 10 2012 01:24 Slayer91 wrote:
On November 10 2012 01:03 Tobberoth wrote:
On November 10 2012 01:02 Slayer91 wrote:
On November 10 2012 01:00 Tobberoth wrote:
[quote]
Disagreed. MR per Level is far more effective since AP fighters won't be an issue early (as they are usually quite weak early and not in your lane anyway) and MR per level gives more benefit later when they are actually dangerous.

Flat AD and Flat Armor is boss though.


yeah which is great because supports and ads never have any magic damage right?

Not enough to make flat MR worth it compared to scaling MR, no.


so you're saying if you're against a kill lane which is usually mostly magic damgae burst you'd rather risk snowballing the lane so you have 13 more mr later?


It's harder to pin your MR as a reason you lost to a kill lane. You probably just played poorly.


It's even harder to pin mr down as a reason why you got killed by a burst ap. The difference is in teamfights if you get caught by a burst ap there were things you could do to avoid it and unless he's underfed he can probably one combo you 13 mr or not, but in lane you HAVE to get creeps meaning to do well in lane you have to risk getting bursted and 200 gold worth of mr is worth more early game since its a higher % of your gold and defensive stats than 200 gold later.


Start dodging Zenith blade.


That's like saying just dodge every skillshot in the game and you'll never need defensive stats.


That's like saying you might as well run into every skillshot because you got flat MR blues.

You're going to get hit. It happens to pros, it happens to bads, to casuals, to hardcores, to asians, and to crackers. Defenses help that, especially early game when the AD is made of cheese paper and doesn't even have a cannon to compensate for it.


How many times you get hit is a correlation of skill. Both of yours and lack of the support and visa versa. Keep in mind we're talking a difference of at most 9 MR at level 1 and 13 MR at level 18. Earlier on MR counts for more, but if you're eating Zenith blades/hooks every CD it doesn't matter what your MR is. It does cut down on poke from Sonas and Lulus, but unless they're full HP whether you're taking 10% less damage or 15% less damage it's so insignificant of a difference.

On November 10 2012 05:57 Sandster wrote:
Show nested quote +
On November 10 2012 05:53 Zdrastochye wrote:
On November 10 2012 05:48 Sandster wrote:
On November 10 2012 05:47 Zdrastochye wrote:
On November 10 2012 05:17 Slayer91 wrote:
On November 10 2012 01:31 Zdrastochye wrote:
On November 10 2012 01:24 Slayer91 wrote:
On November 10 2012 01:03 Tobberoth wrote:
On November 10 2012 01:02 Slayer91 wrote:
On November 10 2012 01:00 Tobberoth wrote:
[quote]
Disagreed. MR per Level is far more effective since AP fighters won't be an issue early (as they are usually quite weak early and not in your lane anyway) and MR per level gives more benefit later when they are actually dangerous.

Flat AD and Flat Armor is boss though.


yeah which is great because supports and ads never have any magic damage right?

Not enough to make flat MR worth it compared to scaling MR, no.


so you're saying if you're against a kill lane which is usually mostly magic damgae burst you'd rather risk snowballing the lane so you have 13 more mr later?


It's harder to pin your MR as a reason you lost to a kill lane. You probably just played poorly.


It's even harder to pin mr down as a reason why you got killed by a burst ap. The difference is in teamfights if you get caught by a burst ap there were things you could do to avoid it and unless he's underfed he can probably one combo you 13 mr or not, but in lane you HAVE to get creeps meaning to do well in lane you have to risk getting bursted and 200 gold worth of mr is worth more early game since its a higher % of your gold and defensive stats than 200 gold later.


Start dodging Zenith blade.


That's like saying just dodge every skillshot in the game and you'll never need defensive stats.


That's like saying you might as well run into every skillshot because you got flat MR blues.


...

You run flat armor runes on AD carries because it gives you a much stronger lane presence. It's the same rationale for flat MR runes.


Anyway these jungle changes look promising.


Except that you take flat armor runes because you're not just reducing their ad's damage (who will have offensive masteries, whereas the supports commonly do not) but also to mitigate minion damage that you'll inevitably take.
Hey! How you doin'?
Sandster
Profile Joined November 2006
United States4054 Posts
November 09 2012 21:01 GMT
#5395
I don't understand why they don't just spawn all camps at 1:55.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 09 2012 21:02 GMT
#5396
More interesting responses from that thread:

You'd be surprised because Karthus does an insanely high amount of single target damage once he isolates the big monster (after the small ones die to the AoE).

He also benefits heavily from the addition of a few new jungle items that are aimed towards AP.


AP jungle items sound awesome kthx.

Yes this does affect Dragon. We had to also slightly reduce his Attack Range in tandem so that he would be able to more easily pulled out of his den by the team engaging him. Not sure of the full repercussions yet but I guess we'll find out. =)


Dragon will be... interesting? Low level dragon attempts were really helped by a ranged person leashing it after a fight, might be really risky to take Dragon now.
It's your boy Guzma!
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-11-09 21:06:36
November 09 2012 21:06 GMT
#5397
The leashing change shouldn't actually change much. The main thing that people got out of leashing wasn't the leash itself, but the fact that laners learned that it's better to help the jungler finish his first 2 camps, rather than leaving him to fend for himself.

Also, I'm seeing a possibility that mid lane could clear the small wraiths for the jungler, but leave the big one, so that the jungler can save a lot of time on Wraiths.

To combat this spike in jungle difficulty, we’re introducing several jungle-specific items to the game. For example, Hunter’s Machete is a great starting item which can be purchased at the beginning of the game to help you efficiently clear jungle. It also eventually upgrades into multiple build paths that include several of your favorite mid game jungle items such as Madred’s Razor and Wriggle’s Lantern.

Quelling Blade, lol
Moderator
Simberto
Profile Blog Joined July 2010
Germany11945 Posts
November 09 2012 21:09 GMT
#5398
On November 10 2012 06:02 Requizen wrote:
More interesting responses from that thread:

Show nested quote +
You'd be surprised because Karthus does an insanely high amount of single target damage once he isolates the big monster (after the small ones die to the AoE).

He also benefits heavily from the addition of a few new jungle items that are aimed towards AP.


AP jungle items sound awesome kthx.

Show nested quote +
Yes this does affect Dragon. We had to also slightly reduce his Attack Range in tandem so that he would be able to more easily pulled out of his den by the team engaging him. Not sure of the full repercussions yet but I guess we'll find out. =)


Dragon will be... interesting? Low level dragon attempts were really helped by a ranged person leashing it after a fight, might be really risky to take Dragon now.


Don't know, it also makes continously switching aggro pretty easy, so if you have for example some shields available, or multiple guys with some sort of sustain, you can greatly reduce the amount of damage done.

Apparently they want to kill boots start for junglers without heavy sustain. It will be interesting to see where these changes go, but i think it will make my life miserable because people won't understand that you apparently will gank less in the new jungle. They already complain every time you clear a creepcamp.
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
November 09 2012 21:12 GMT
#5399
How to gank when every lane has Boots 3 and you has some Quelling Blade and 320 MS?

GG Life.
God Bless
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
November 09 2012 21:13 GMT
#5400
On November 10 2012 06:06 TheYango wrote:
The leashing change shouldn't actually change much. The main thing that people got out of leashing wasn't the leash itself, but the fact that laners learned that it's better to help the jungler finish his first 2 camps, rather than leaving him to fend for himself.

Also, I'm seeing a possibility that mid lane could clear the small wraiths for the jungler, but leave the big one, so that the jungler can save a lot of time on Wraiths.

Show nested quote +
To combat this spike in jungle difficulty, we’re introducing several jungle-specific items to the game. For example, Hunter’s Machete is a great starting item which can be purchased at the beginning of the game to help you efficiently clear jungle. It also eventually upgrades into multiple build paths that include several of your favorite mid game jungle items such as Madred’s Razor and Wriggle’s Lantern.

Quelling Blade, lol

Doesn't QB kill trees not creeps?
Cackle™
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