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[Patch 1.0.0.151: End of S2] General Discussion - Page 74

Forum Index > LoL General
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Prev 1 72 73 74 75 76 280 Next
Irave
Profile Joined October 2010
United States9965 Posts
November 16 2012 07:10 GMT
#1461
Turned Bischu's stream on just in time. 4 diamond players and 1 gold, guess whose first pick?!
gaizka
Profile Blog Joined August 2008
United States991 Posts
November 16 2012 07:10 GMT
#1462
On November 16 2012 16:06 TheYango wrote:
Show nested quote +
Summons a Tidal Wave outward from Nami's position.

The Tidal Wave briefly knocks up enemies that it comes in contact with and slows them by 60/65/70% and deals 150/250/350 (+0.8*AP) magic damage. The slow duration increases based on how far the Tidal Wave has traveled, with a minimum duration of 3 seconds and a maximum of 5 seconds.

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
Profile Blog Joined April 2010
United States17713 Posts
November 16 2012 07:12 GMT
#1463
Do note that by going 0/9/21 you can start with a biscuit a ward Bottle and hatchet as a jungler.
TheYango
Profile Joined September 2008
United States47024 Posts
November 16 2012 07:17 GMT
#1464
On November 16 2012 16:10 gaizka wrote:
Show nested quote +
On November 16 2012 16:06 TheYango wrote:
Summons a Tidal Wave outward from Nami's position.

The Tidal Wave briefly knocks up enemies that it comes in contact with and slows them by 60/65/70% and deals 150/250/350 (+0.8*AP) magic damage. The slow duration increases based on how far the Tidal Wave has traveled, with a minimum duration of 3 seconds and a maximum of 5 seconds.

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.

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.
Moderator
ChaoSbringer
Profile Blog Joined April 2008
Australia1382 Posts
November 16 2012 07:18 GMT
#1465
Is there a chat for TL on PBE? Otherwise I propose liquidpbe.
Arekan
Profile Joined February 2011
United States248 Posts
Last Edited: 2012-11-16 07:20:34
November 16 2012 07:19 GMT
#1466
EDIT: Can't read well so late,

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
Profile Blog Joined April 2008
Australia1382 Posts
November 16 2012 07:21 GMT
#1467
All of her ratio's are probably going to get reduced, she does quite a lot of damage when built AP IMO
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
November 16 2012 07:21 GMT
#1468
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
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
yamato77
Profile Blog Joined October 2010
11589 Posts
November 16 2012 07:22 GMT
#1469
PBE infinite login queue. Been cycling around 12-13 minutes wait time for over half an hour. Zzzz.
Writer@WriterYamato
Seuss
Profile Blog Joined May 2010
United States10536 Posts
November 16 2012 07:22 GMT
#1470
FYI: Preliminary tests show that jungle gold has actually decreased relative to the current jungle (by about 5-10%). I'm somewhat baffled.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2012-11-16 07:23:04
November 16 2012 07:22 GMT
#1471
ignore
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2012-11-16 07:35:05
November 16 2012 07:26 GMT
#1472
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
Profile Blog Joined July 2010
9871 Posts
November 16 2012 07:27 GMT
#1473
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
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-11-16 07:32:49
November 16 2012 07:32 GMT
#1474
Something that may have gone unnoticed:

(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.
Moderator
Arekan
Profile Joined February 2011
United States248 Posts
November 16 2012 07:37 GMT
#1475
There are a few things that might go unnoticed if they aren't look at closely enough. Another example would be that warden's mail no longer slows movement speed on it's proc.
Alaric
Profile Joined November 2009
France45622 Posts
November 16 2012 07:37 GMT
#1476
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?
Cant take LMS hipsters serious.
wei2coolman
Profile Joined November 2010
United States60033 Posts
November 16 2012 07:40 GMT
#1477
Sweet baby jesus tier 3 boots that are viable for all classes now? god that's so sexy.
liftlift > tsm
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2012-11-16 07:57:40
November 16 2012 07:44 GMT
#1478
I tried Nami a bit. Basically:

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.
https://twitter.com/SufficientStats
cLutZ
Profile Joined November 2010
United States19574 Posts
November 16 2012 07:48 GMT
#1479
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.
Freeeeeeedom
Conversion
Profile Joined April 2010
United States3308 Posts
November 16 2012 07:49 GMT
#1480
did anyone just get kicked off the server
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