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[Patch 3.04: Zac] General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
Last Edited: 2013-03-25 14:28:34
March 18 2013 21:56 GMT
#1
Welcome to the General Discussion thread for the League of Legends subforum. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.

Certain topics are blacklisted from LoL General Discussion and they include:
  • elo hell
  • tribunal
  • bans, either from TL.net or LoL
  • "what is a tank" (and other vague monikers)
  • AD v ArPen runes
  • GP10 items

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.
Use the LoL Strategy subforum if you have game specific questions. Lastly, confine QQing and bragging to their respective threads.

The newest champion for this patch is Zac, the Secret Weapon.

Patch 3.04: Live on Mar. 19th, 2013
+ Show Spoiler [Patch Notes] +



Elise

Elise has been rewarded too well for playing safely, so we shifted some of her power to her spider form to increase the reward for taking risks.



  • Neurotoxin

    • Cast range reduced to 625 from 650



    • Damage reduced to 40/80/120/160/200 from 50/95/140/185/230



  • Venomous Bite

    • Damage increased to 60/110/160/210/260 from 50/95/140/185/230




Janna


  • Howling Gale

    • Fixed a bug where the knockup duration was not increasing based on charge time

    • Knockup duration when fully charged increased to 1 second from 0.75 seconds




Jarvan IV

Jarvan has been bringing too much utility to his team, so we've removed the armor component of Demacian Standard's aura.



  • Golden Aegis

    • Shield amount per nearby enemy champion increased to 20/30/40/50/60 from 20/25/30/35/40

    • Mana cost reduced to 45/50/55/60/65 from 65



  • Demacian Standard

    • Active no longer grants bonus Armor




Nami


  • Tidecaller's Blessing

    • Added new visual effects to better communicate the amount of charges left

    • Duration increased to 6 seconds from 5




Singed

Singed is intended to be incredibly durable and to gradually burn down his opponents in team fights. By making disables more effective against him and reducing his initial burst damage, Singed’s opponents now have more time and ways to deal with him in these situations.



  • Fling

    • Damage reduced to 80/125/170/215/260 from 100/150/200/250/300

    • Ability Power ratio reduced to 0.75 from 1.0



  • Insanity Potion

    • No longer reduces the duration of disables




Taric

Last patch's changes opened up different playstyles for Taric but did not effectively address his power level. These changes reduce Taric's lane dominance by lowering his burst damage and forcing him to make more tradeoffs when choosing which spells to level up.



  • Shatter

    • Damage reduced to 50/90/130/170/210 from 60/105/150/190/240

    • Armor damage ratio reduced to 20% from 30%



  • Dazzle

    • Stun duration adjusted to 1.2/1.3/1.4/1.5/1.6 seconds from 1.5 at all ranks




Items



  • Blade of the Ruined King - Hotfixed 3/5

    • Attack Damage reduced to 25 from 30

    • Combine cost increased to 1000 gold from 650 (total cost increased to 3200 gold from 2850)

    • Maximum damage dealt to minions and monsters reduced to 60 from 90

    • Active heal amount is now reduced by the target's Armor






  • Aegis of the Legion

    • Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions






  • Runic Bulwark

    • Combine cost reduced to 400 gold from 650 (total cost reduced to 2950 gold from 3200)

    • Health reduced to 300 from 400

    • Magic Resist aura reduced to 25 from 30

    • Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions






  • Locket of the Iron Solari

    Locket of the Iron Solari is mainly picked up by junglers and supports, roles that most frequently earn less gold than others, for the team-wide active. We've reduced both the cost and personal stats on the item to lessen its gold impact while preserving its team utility.



    • Combine cost reduced to 520 gold from 670 (total cost reduced to 1850 gold from 2000)

    • Health reduced to 300 from 400






  • Runaan's Hurricane

    • Secondary target radius increased to 375 from 300

    • Fixed a bug where Hurricane could target invisible enemies






  • Sheen

    • Combine cost reduced to 365 gold from 425 (total cost reduced to 1200 gold from 1260)






  • Trinity Force

    • Total cost reduced to 3843 gold from 3903 gold






  • Lich Bane

    • Combine cost increased to 940 gold from 880 (total cost unchanged)






  • Iceborn Gauntlet

    We've noticed that, in general, champions who buy Iceborn Gauntlet are front-line champions with more emphasis on surviving than dealing AP burst damage. We've adjusted Iceborn Gauntlet's stats to accommodate this play case.



    • Combine cost increased to 700 gold from 640 (total cost unchanged)

    • Armor increased to 70 from 60

    • Ability Power reduced to 30 from 40






  • Ravenous Hydra

    • Combine cost reduced to 200 gold from 400 (total cost reduced to 3300 gold from 3500)

    • Life Steal increased to 12% from 10%






  • Zephyr

    • Recipe changed: Stinger + Pickaxe + 725 gold = 2850 gold (total cost unchanged)

    • Attack Damage increased to 25 from 20






  • Warden's Mail

    • Attack Speed reduction reduced to 15% from 20%






  • Randuin's Omen

    • Attack Speed reduction reduced to 15% from 20%






  • Seeker's Armguard

    • Ability Power reduced to 20 from 25




Runes

Continuing our efforts from Patch 3.02 to standardize cooldown reduction, we've slightly buffed Cooldown Reduction runes to provide less awkward stat amounts. For example, nine Tier-3 Scaling Glyphs of Cooldown Reduction previously provided 8.62% cooldown reduction at level 18, but will now provide an even 10%.



  • Cooldown Reduction and Cooldown Reduction per Level runes have been increased at all Tiers (varying from 2-35% increase)


Spectator Mode


  • Fixed a bug that would cause the spectator client to crash when using chat commands (ex: /joke, /taunt)


Restricted Chat Mode

In an effort to encourage active reform and shield players from toxicity, we’ve implemented a new account restriction that limits in-game chat for toxic players.



  • Certain players (identified by Tribunal and by Player Support) will have a limited number of in-game messages available and limited access to [All] Chat.

  • Restricted players that successfully complete matchmade games will earn their chat privileges back.


General


  • Ready checks no longer return players to the PvP.Net landing page

  • "Random" has been moved to the top of champion select

  • Chat notifications in the bottom right-hand corner of the client now wait to appear until players have closed the AFK popup dialogue first

  • Battle Training bots no longer acquire unavailable items

  • Dragon, Baron, Towers and Inhibitors now show assists



+ Show Spoiler [Previous GD Threads & Patch Notes] +
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Shyvana General Discussion
Graves General Discussion
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Gahlo
Profile Joined February 2010
United States35174 Posts
March 18 2013 21:57 GMT
#2
Jarvan changes are poorly worded. Not says armor is removed, justification text says it's only removed on the aura.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
March 18 2013 21:58 GMT
#3
taric nerf is way over the top, wont see him again ever in competitive until other supports get nerfed back down to his power level or less, that sounds familiar.
I come in for the scraps
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-03-18 22:00:54
March 18 2013 21:58 GMT
#4
"Hey guys, we decided to nerf Locket but to pretend we didn't by lowering the cost a bit". Screw that, if a loss of 100 HP was worth 150 gold we'd know about it. >_>

Ready checks no longer return players to the PvP.Net landing page

This one's nice though, was annoying to click "ready" when looking at somebody's league or champ stats, then have to go through 5+ clicks and several profile loadings to get back to those stats if somebody declined.
Cant take LMS hipsters serious.
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2013-03-18 22:00:35
March 18 2013 22:00 GMT
#5
Singed didn't fling dmg nerf, needed increased cd instead.
liftlift > tsm
VayneAuthority
Profile Joined October 2012
United States8983 Posts
March 18 2013 22:00 GMT
#6
On March 19 2013 06:58 Alaric wrote:
"Hey guys, we decided to nerf Locket but to pretend we didn't by lowering the cost a bit". Screw that, if a loss of 100 HP was worth 150 gold we'd know about it. >_>


it actually is quite a buff for support buyers, not so much for jungler buyers. If you are support you could care less about the 100hp, you get the active that much faster now.

as if it is wasnt strong enough already...
I come in for the scraps
overt
Profile Blog Joined June 2010
United States9006 Posts
March 18 2013 22:02 GMT
#7
A bit surprised Kha'Zix didn't get nerfed at all. Maybe next patch. Or hopefully not at all so that I can keep getting easy wins.
TheYango
Profile Joined September 2008
United States47024 Posts
March 18 2013 22:03 GMT
#8
The original PBE change was a sidegrade because it was a 250 cost reduction for 100 HP reduction, which is more or less equivalent.

Looks like Riot snuck 100 gold back onto the cost when we weren't looking.
Moderator
Gahlo
Profile Joined February 2010
United States35174 Posts
March 18 2013 22:05 GMT
#9
On March 19 2013 07:03 TheYango wrote:
The original PBE change was a sidegrade because it was a 250 cost reduction for 100 HP reduction, which is more or less equivalent.

Looks like Riot snuck 100 gold back onto the cost when we weren't looking.

SMAAAAAAAAAAAAAAAAAASH!
IamPryda
Profile Joined April 2011
United States1186 Posts
March 18 2013 22:10 GMT
#10
Lol at singed nerf what a joke
Moar banelings less qq
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
March 18 2013 22:13 GMT
#11
BRB playing Janna every game and acquire free Elo.
https://twitter.com/SufficientStats
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
March 18 2013 22:13 GMT
#12
nerf ALL the junglers
Amui
Profile Blog Joined August 2010
Canada10567 Posts
March 18 2013 22:17 GMT
#13
Elise change might make her slightly less obnoxious in lane to play against because Q will hurt slightly less. Doesn't change the fact that her allin is going to still be disgustingly strong and pretty much faceroll due to the minimal counterplay available though.
Porouscloud - NA LoL
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-03-18 22:18:51
March 18 2013 22:18 GMT
#14
I don't like the volume of nerfs in recent patches. I'm reminded of TheYango's postulation that at certain points in S2 if they simply hadn't nerfed various "OP" champions they actually would have eventually found equilibrium through the release/discovery of other champions. In a similar way, I feel like we're simply cycling through viable champions until all of them are nerfed, with viable simply dropping down a rung before the cycle begins again.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
HolyToss1911
Profile Joined May 2007
354 Posts
March 18 2013 22:19 GMT
#15
That Elise nerf doesn't seen like a nerf at all.
Kouda
Profile Blog Joined November 2009
United States2205 Posts
March 18 2013 22:21 GMT
#16
praisuuu jesus singed getting nerfs. what a bullshit champ
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
March 18 2013 22:22 GMT
#17
Kha'Zix and Heca untouched really feels weird. And Janna buff LOL, isn't she already in the top 10 win ratio ?
The legend of Darien lives on
ItsFunToLose
Profile Joined December 2010
United States776 Posts
March 18 2013 22:22 GMT
#18
On March 19 2013 07:18 Seuss wrote:
I don't like the volume of nerfs in recent patches. I'm reminded of TheYango's postulation that at certain points in S2 if they simply hadn't nerfed various "OP" champions they actually would have eventually found equilibrium through the release/discovery of other champions. In a similar way, I feel like we're simply cycling through viable champions until all of them are nerfed, with viable simply dropping down a rung before the cycle begins again.


nerf all ability and auto attack damage to 1. No one ever dies. No one ever complains.
"skillshots are inherently out of your control whether they hit or not" -PrinceXizor
Zooper31
Profile Joined May 2009
United States5713 Posts
March 18 2013 22:23 GMT
#19
Singed nerf to hell. Elise Q nerfed again, now it's pointless to harass with Q since it alrdy costs 100 mana lvl1. J4 nerfed rightfully so. Janna buffed good and Taric nerfs are good.
Asato ma sad gamaya, tamaso ma jyotir gamaya, mrtyor mamrtam gamaya
Parnage
Profile Blog Joined February 2010
United States7414 Posts
March 18 2013 22:25 GMT
#20
Yay no rumble gutted nerf..
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
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