[Patch 1.0.0.151: End of S2] General Discussion - Page 74
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Irave
United States9965 Posts
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gaizka
United States991 Posts
On November 16 2012 16:06 TheYango wrote: Tidecaller? More like TideHUNTER. With regard to in/out of combat masteries, I sincerely hope "combat" doesn't trigger on creep damage. Combat disabling items/abilities is severely more disruptive when it includes creep damage. Thats how graves works. I hate graves. | ||
PrinceXizor
United States17713 Posts
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TheYango
United States47024 Posts
Graves' is slightly different because his triggers on him DEALING damage. TBH in/out of combat as a mechanic is totally inconsistent right now. Mobis and MF passive DON'T refresh if you take creep damage, but Teemo's Move Quick and Garen's passive refresh even if you DO take creep damage. Riot needs to take the time to streamline the mechanic, because it's very clunky when all of them work different ways. | ||
ChaoSbringer
Australia1382 Posts
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Arekan
United States248 Posts
For actual content then, it seems as if Nami is going to be incredibly strong based on her kit. Her ult alone makes her worthy of being on a team. | ||
ChaoSbringer
Australia1382 Posts
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MooMooMugi
United States10531 Posts
On November 16 2012 16:10 Irave wrote: Turned Bischu's stream on just in time. 4 diamond players and 1 gold, guess whose first pick?! Who????? Wow Heal/Ignite LeeSin mid is pretty OP | ||
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yamato77
11589 Posts
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Seuss
United States10536 Posts
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Unentschieden
Germany1471 Posts
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iCanada
Canada10660 Posts
On November 16 2012 16:12 PrinceXizor wrote: Do note that by going 0/9/21 you can start with a biscuit a ward Bottle and hatchet as a jungler. I could see 0/9/21 being the new jungle standard, can get you lifesteal and spell vamp as well as major defensive jungle masteries. I dont think Wealth a good mastery though. I guess it really depends on how much they change early jungling, supposed to be like S1 (way harder), and they taking out leashing... so hard to say. On November 16 2012 16:22 Seuss wrote: FYI: Preliminary tests show that jungle gold has actually decreased relative to the current jungle (by about 5-10%). I'm somewhat baffled. Is that relative to S2 jungle just farming or in an actual game with ganking and counterjungling? Because technically jungle in S2 got a ton more gold compared to what was theoretically possible in S1, but we actually saw junglers end up with less gold in S2 than in S1 at the score screen. I know Saint was at Riot to test knew jungle, he said on twitter he really liked the changes. Seeing how he the godfather of farm jungling, I feel like he wouldn't be so impressed if that was the case? | ||
UniversalSnip
9871 Posts
On November 16 2012 16:12 PrinceXizor wrote: Do note that by going 0/9/21 you can start with a biscuit a ward Bottle and hatchet as a jungler. survivalist theme | ||
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TheYango
United States47024 Posts
(Spell Vamp: Ability damage heals you for a percentage of the damage dealt. Area of Effect spells benefit half as much from Spell Vamp.) Currently Spell Vamp has 1/3 effect for AoE spells. This should actually be a pretty noticeable buff to AoE vamp. | ||
Arekan
United States248 Posts
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Alaric
France45622 Posts
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wei2coolman
United States60033 Posts
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Sufficiency
Canada23833 Posts
Q: AOE stun. Think Chogath's Q in terms of effect and how hard it is to hit W: very awkward. You cast on either ally or enemy champion, and once it casts on ally it bounces to an enemy within ~700 distance (estimate), and vice versa. On allies it heals (think Sona's W kind of heal), on enemies it damages (slightly more damage than healing). E: Next 5 seconds or 3 hits does extra magic damage {25/40/55/70/85 (+0.2*AP)} and applies a weak slow (15/20/25/30/35%) for 1 second R: Think Sona's R, except it knocks up for 1 second then slow massively for 3 to 5 seconds, with a range of 2200 (~2/3 of Lux's R) Her passive grants 40 MS (flat) for 1.25 seconds whenever she casts a spell on an ally. Note only her W and E can apply her passive. Her W has the possibility to apply the passive to the entire team. She can cast W/E on herself as well. Also note that she has 550 attack range. Beside her ultimate, her defensive power is extremely poor (only one 1.25 seconds stun that is easily dodged, her W is very weak as sustain) and her damage is pretty mediocre. But her E will probably snowball a lane like crazy if her lane got ahead. Most likely she will be played kind of like Sona. She can either cast E on herself or on her ADC, get in autorange somehow, then auto and cast one W and pray that the enemy duo don't fight back (because if they do, Nami really doesn't have much of anything else and her Q can be easily dodged). Maxing W first is probably the best idea, followed by E then Q. Her teamfight is probably crazy though because her R is absolutely broken. EDIT: correction: her W has limited bounces, and her passive applies to her damaging spells too (Q and R) if her allies are within the AOE). Basically she is a squishy ranged support that plays very aggressively. Not like Sona/Lulu that kind of aggressive because Nami's pokes are not that great, but Leona's all-in-ish kind of aggressive. | ||
cLutZ
United States19573 Posts
On November 16 2012 16:37 Alaric wrote: About the jungle, it's said too that the rewards increase more than currently. Maybe the first clears grant less because it takes more time to kill the jungle, but the following ones make up for it? I don't know. It seems to me, at least, that unless jungle farm is very nearly as much as lane farm, lane pressure is still going to be the stronger jungle style. Moreover, what the changes seem to me to be directed at is preventing laners from jungle taxing, not really increasing jungle farm (in its absolute). This means junglers have more farm, but it really shouldn't make anyone feel very good. | ||
Conversion
United States3308 Posts
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