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[Patch 3.09: Spirit Guard Udyr Patch] General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
Last Edited: 2013-07-10 20:49:30
July 09 2013 22:17 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.

There is no new champion this patch.

Patch 3.09: Live on July 10th, 2013
+ Show Spoiler [Patch Notes] +





Champions


Brand



Pillar of Flame





  • Mana cost reduced to 70/75/80/85/90 from 70/80/90/100/110




Conflagration





  • Mana cost increased to 70/75/80/85/90 from 60/65/70/75/80




Pyroclasm





  • Mana cost reduced to 100/100/100 from 100/150/200





Corki



A common Corki complaint is that he feels extremely mana constrained by the cost of Phosphorus Bomb. However, after looking at his abilities, Phosphorus Bomb needs to be expensive to balance out its lack of counterplay. So we instead reduced the cost on some of his other spells to make mana less of a constraint overall.



Valkyrie





  • Mana cost reduced to 50 from 100




Missile Barrage





  • Mana cost reduced to 20 from 30/35/40





Draven



We lowered the early game damage output Draven got from his passive since it wasn't adding much in terms of satisfying gameplay. Unfortunately, to get the numbers right, we realized we would need to reduce his passive damage to a point where it would be even less satisfying. We instead opted to rework Draven's passive altogether into something that reinforces his current gameplay, something so... Draven... even his opponents will feel begrudged to applaud: Welcome... to the League of Draven.



League of Draven (New Passive)





  • When Draven catches a Spinning Axe, or kills a minion or monster, he gains one stack of Adoration. When Draven kills an enemy champion, he consumes half of his Adoration stacks and gains 3 gold per stack consumed. Draven loses half of his Adoration stacks upon death.





Evelynn



Agony's Embrace





  • Fixed a bug where the Sated buff and visual effect appeared when Evelynn hit only spell-shielded targets (visual change only)





Hecarim



Rampage





  • Mana cost increased to 24/28/32/36/40 from 25





Janna



Monsoon





  • Fixed a bug where the buff icon countdown didn't properly match the 4-second channeling time





Jayce



By increasing the cooldown on Jayce's Acceleration Gate, we can keep his Shock Blast + Acceleration Gate combo impactful while toning down his poke and disengage potential. In addition, since later in the game not every Shock Blast will be accelerated, we've increased the base speed of the ability to make it better as a standalone skillshot.



Shock Blast





  • Basic missile speed increased to 1450 from 1350 (Accelerated Shock Blast missile speed remains the same)




Acceleration Gate





  • Cooldown increased to 16 seconds from 14/13/12/11/10





Kayle



Righteous Fury





  • AoE effect no longer affects towers





Kennen



Yordle-made shurikens seemed a little too sharp and pointy, so we've tuned down some of Kennen's early game lane harass given how much teamfight potential he has.





  • Base Attack Damage at level 1 reduced to 50.5 from 54.6




Mark of the Storm





  • Mark duration reduced to 6 seconds from 8





LeBlanc



LeBlanc's Mimic was less a decision point and more of a tool to one-shot someone with Sigil of Silence. These changes aim to make Mimic equally interesting with other skills. For one, Mimicked abilities will now deal their own base damage instead of amplifying the base spell. This means players will be able to use Mimic in more creative ways at level 6, rather than saving it for Sigil of Silence. Additionally, Sigil of Silence will now deal less damage up front but more damage on detonation in order to better promote LeBlanc's multi-skill interaction.



Mirror Image





  • The Mirror Image will now attempt to run instead of standing still




Sigil of Silence





  • Mana cost reduced to 50/60/70/80/90 from 70/75/80/85/90


  • Damage changed to 55/80/105/130/155 (+0.4 Ability Power) for both initial impact damage and mark detonation damage




    • Impact damage was 70/110/150/190/230 (+0.6 Ability Power)


    • Mark damage was 20/40/60/80/100 (+0.2 Ability Power)




  • Silence duration reduced to 1.5 seconds from 2




Distortion





  • Cooldown now starts on cast rather than after returning to your Distortion


  • Mana cost increased to 80/90/100/110/120 from 80


  • Fixed a bug where Distortion was visible in the fog of war




Ethereal Chains





  • Slow duration (and time until root) reduced to 1.5 seconds from 2


  • Root duration changed to 1.5 seconds from 1/1.3/1.6/1.9/2.2


  • Cooldown increased to 14/13/12/11/10 seconds from 10




Mimic





  • Mana cost reduced to 0 from 100/50/0


  • All mimicked abilities now deal their own base damage instead of amplifying the base spell's damage




Mimic: Sigil of Silence





  • Now deals 100/200/300 (+0.65 Ability Power) damage once on impact and again if the mark is detonated




Mimic: Distortion





  • Cooldown now starts on cast rather than after returning to your Distortion


  • Now deals 150/300/450 (+0.975 Ability Power) damage on impact




Mimic: Ethereal Chains





  • Now deals 100/200/300 (+0.65 Ability Power) damage once on impact and again if the target is rooted





Malzahar



Call of the Void





  • Now correctly grants vision on the entire line path


  • Damaged targets will now always become visible




Malefic Visions





  • Will now jump when active on a zombified champion (i.e. Karthus, Kog'Maw, Zyra, etc.)





Master Yi



Double Strike





  • Fixed a bug where Guinsoo's Rageblade wasn't properly giving 2 stacks





Morgana



Dark Binding





  • Fixed a bug where Dark Binding wasn't properly snaring stealthed Champions





Nasus



Siphoning Strike





  • Bonus damage now displayed as a buff on Nasus





Nautilus



Dredge Line





  • No longer travels through some walls





Nunu



We've reduced the overall damage of Consume to prevent it from outsmiting Smite at rank one.





  • Health per level reduced to 96 from 108




Consume





  • Damage reduced to 500/625/750/875/1000 from 600/700/800/900/1000





Orianna



Command: Protect





  • Orianna now gains a passive range indicator that shows the range at which The Ball will return to her when attached to an allied Champion.





Pantheon



Spear Shot





  • Fixed a bug where Spear Shot was not scaling with bonus Critical Strike damage when hitting an enemy below 15% Health





Riven



Broken Wings





  • Fixed a bug that made it possible to chain more than 3 strikes





Shen



Ki Strike





  • Fixed a bug where the visual effect wasn't properly appearing at the start of the game





Shyvana



We're repositioning Flame Breath as a core tool for objective control and faster jungle clear, while also emphasizing its use as a "burn down" ability to be followed up with auto attacks against tankier fighters. We've also fixed a long-standing bug with Shyvana's Burnout where it wasn't scaling with attack damage while in Dragon form. This fix - along with her increased fury gains and reduced fury decay - will help her in late game teamfights. Lastly, we've moved the descriptions of her previous passive effects to their new ability tooltips to help centralize information.



Fury of the Dragonborn - Remade. All Fury of the Dragonborn effects have been moved to their respective abilities.





  • Dragonborn - Gains 5/10/15/20 Armor and Magic Resist. These bonuses are doubled in Dragon Form.




Flame Breath





  • No longer reduces Armor by 15%


  • Now passes through all units hit instead of stopping at the first


  • Debuff duration increased to 5 seconds from 4


  • Damage reduced to 80/115/150/185/220 from 80/125/170/215/260


  • On-hit magic damage to debuffed targets changed to 2% of the target's maximum Health from 15% of Flame Breath's damage (12/18.75/25.5/32.25/39 + 0.09 Ability Power).




Burnout





  • Fixed a bug where Burnout wasn't scaling with attack damage when Shyvana was in Dragon form




Dragon's Descent





  • Passive Armor/Magic Resistance component removed


  • Passive Fury Gain increased to 1/2/3 per 1.5 seconds from 1/1/1


  • Fury decay while in Dragon Form reduced to 5 per second from 6 per second





Thresh








  • After initially using Death Sentence the tooltip will now describe his Death Leap ability





Twitch



Hide in Shadows





  • Fixed a bug where Twitch could revive in stealth when Guardian Angel or Chrono Shift was active on him





Vayne



Final Hour





  • Stealth from Final Hour will now properly be broken upon launching a basic attack





Zac



Elastic Slingshot





  • Fixed a bug where aiming could preemptively break the targets' spell shields





Ziggs



We wanted to make it easier and more rewarding for Ziggs to use Satchel Charge offensively, whether by detonating it immediately or leaving it as a threat on the battlefield to zone opponents. We also wanted to make Satchel Charge noticeably easier to use for players with moderate to high latency.



Satchel Charge





  • Can now be reactivated while in flight, causing the Satchel Charge to detonate on landing


  • Missile speed increased to 1750 from 1600


  • Increased knockback distance to 400 from 350


  • Cooldown now starts when Satchel Charge is cast, not when it detonates











General Champion Notes


By constantly shifting between forms as they move about the map, certain champions have been artificially accelerating their access to fully stacked Tear items (Muramana and Seraph's Embrace) without using their mana.



The following abilities no longer count as a spellcast for the sake of items like Tear of the Goddess, Sheen, etc.





  • Elise's Spider Form / Human Form


  • Nidalee's Aspect of the Cougar


  • Jayce's Transform: Mercury Hammer / Mercury Cannon







We've normalized the hit delay on a few spells that had slight discrepancies between when the spell was cast and when it would take effect.



The following abilities have had their hit delay normalized:





  • Brand's Pillar of Flame hit delay normalized to 0.625 seconds


  • Leona's Solar Flare hit delay normalized to 0.625 seconds


  • Swain's Nevermove hit delay normalized to 0.875 seconds


  • Veigar's Dark Matter hit delay normalized to 1.25 seconds







Exhaust





  • When used on a CC immune champion, it will only display "Can't be slowed"







Disconnection





  • Summoners that disconnect while CCed will now properly run back to base











Items


In order to alleviate some of the gold pressure on supports as they push for vision dominance, we've made some changes to how the Oracle's buff works as well reworked the rewards for killing wards. First off, Oracle's Elixir no longer expires upon death, meaning players can be more aggressive with Oracle's, rather than just passively clear warded areas they know to be safe. Secondly, the gold from destroying a ward is now distributed between both the player who kills the ward AND the player who, whether through Oracle's or placing Vision wards, granted vision on that ward.



Wards





  • Vision and Sight Ward are now worth 30 gold, up from 25


  • Wriggle's Lantern Ward is now worth 20 gold, up from 15


  • The reward structure for killing wards has been changed to the following:




    • The killer of the ward gains 50% of the ward's base gold value


    • Nearby allied champions with Oracle's Elixir, or allied champions that placed Vision Wards nearby, split 50% of the ward's base gold value




  • Sightstone and Ruby Sightstone now display the number of placed Ghost Wards in their inventory tooltips




Oracle's Elixir





  • No longer expires on death


  • Duration reduced to 4 minutes from 5


  • Invisibility detection radius reduced to 600 from 750


  • Now displays the radius of the detection effect to the buffed player




Oracle's Extract





  • Invisibility detection radius reduced to 600 from 750


  • Now displays the radius of the detection effect to the buffed player







Tear of the Goddess and Manamune were stacking up far too quickly given their low cost, so we've increased the cooldown per charge. On the other hand, Archangel's Staff is a top tier item and requires a higher gold investment, so we wanted to reward players who choose to invest in charging their Archangel's Staff faster.



Tear of the Goddess





  • UNIQUE Passive - Mana Charge




    • Cooldown per charge increased to 4 seconds from 3


    • Updated the tooltip to clarify its actual functionality






Manamune





  • UNIQUE Passive - Mana Charge




    • Cooldown per charge increased to 4 seconds from 3


    • Updated the tooltip to clarify its actual functionality






Archangel's Staff





  • UNIQUE Passive - Mana Charge




    • Mana gained increased to 8 from 6


    • Cooldown per charge increased to 4 seconds from 3


    • Updated the tooltip to clarify its actual functionality









Previously, champions whose attacks applied a secondary source of physical damage (we're looking at you Jarvan), could unintentionally gain additional stacks of Black Cleaver's shred with one hit. Characters like Shyvana or Renekton that can apply multiple basic attacks at the same time will still stack up shreds as normal.



Black Cleaver





  • Can no longer apply more than one stack of Armor Shred in a single basic attack







We've made Maw of Malmortius' passive bonus easier to understand at a glance. Now Maw will grant its maximum AD when the shield procs, so players will know exactly when they're at peak power.



Maw of Malmortius





  • Attack Damage increased to 60 from 55


  • Magic Resist increased to 40 from 36


  • Passive now grants 1 Attack Damage for every 2% of missing Health, up from 2.5%


  • Passive now capped at 35 Attack Damage, down from 40


  • Fixed a bug where the cooldown was not properly resetting when upgrading from a Hexdrinker on cooldown







Wooglet's Witchcap





  • Fixed several unintended interactions with champion abilities and the Stasis active




Zhonya's Hourglass





  • Fixed several unintended interactions with champion abilities and the Stasis active











Maps


Summoner's Rift



We've made some changes to death streaks in order to address strategies where repeatedly dying to lower your kill bounty could be used to gain an advantage. We know this may affect games where people are not intentionally dying, and we'll continue to monitor this.





  • Death Streak gold values have been reworked to be in line with pre-Season 3 values.


  • Examples:




    • A player killed three times in a row without resetting is now worth 220 gold (previously 182 gold)


    • A player killed six times in a row without resetting is now worth 112 gold (previously 62 gold)




  • Minimum kill value of a champion increased to 50 gold (previously 15 gold)







With Patch 3.9, we are setting a new precedent by making separate, map-specific balance changes to certain champions. The intent is not to reach a balancing cadence similar to Summoner's Rift, but to address some egregious balance outliers to improve the overall player experience. In this patch we're toning down Kassadin on Crystal Scar and Singed on Twisted Treeline. If this approach proves successful we'll follow suit with additional tweaks where necessary.



Twisted Treeline





  • Singed




    • Armor per level reduced to 2 from 3.5 on Twisted Treeline


    • Insanity Potion cooldown increased to 120 seconds from 100 on Twisted Treeline






Crystal Scar





  • Kassadin




    • Riftwalk cooldown increased to 9/8/7 seconds from 7/6/5 on Crystal Scar


    • Riftwalk range reduced to 600 from 700 on Crystal Scar









Howling Abyss





  • Added new item: Orb of Winter




    • Recipe: Rejuvenation Bead + Rejuvenation Bead + Negatron Cloak


    • Total Gold Cost: 2080 (combine cost: 1180)


    • +70 Magic Resist


    • +20 Health Regen per 5 seconds


    • Unique Passive: Grants a shield that absorbs damage. The shield will refresh after a short period without taking damage.













Game Interface




  • Fixed a long-standing bug where Attack-Move and Move commands could trigger while typing in chat


  • Fixed a keybinding issue where some modifier keys could not be used with certain keys and mouse buttons


  • Significantly improved performance when purchasing item upgrades











League System




  • Added the ability to spectate players and teams in challenger tier via an option in the leagues menu


  • When viewing teams in the Leagues tab, clicking on a team will now show a list of the team's top players











General


We worked with the Player Behavior team on a smaller change to remove all latency (ping) displays except your own. After looking closely at the data, it seems that showing pings during loading can add toxicity to games before they even begin. Ultimately we came to the conclusion that removing the ping display on champion load screens would lead to a healthier community overall, so we acted on it.





  • The load screen now includes Summoner Icons




    • The progress bar has been removed due to space constraints


    • The ping of other Summoners has been removed












  • The rune page has been significantly reworked to provide a more responsive experience:




    • Filtering out all runes of a given type (such as Marks or Seals) will cause it to turn grey, indicating that it's empty


    • Reverting the changes in the runebook no longer changes which is being edited


    • It's now possible to open more than one rune type at a time in the rune inventory


    • Right clicking or double clicking to rapidly add runes doesn't require waiting for the animation to complete


    • Shifted the rune slots slightly to reduce certain gaps


    • The scrollbars have been made more responsive and easier to click


    • The dividers between effects in the stats pane now scale down when the scrollbar appears


    • Dragging a rune into place no longer highlights slots near the drop target


    • Rune combiner animations are simpler and less CPU intensive


    • Rune combiner filters are now more consistent with rune page filters












  • When Smart Cast Range Indicators are enabled, the keybinding for Self Cast Spell (ALT by default) will activate the ability immediately on key press, rather than on key release. This matches the behavior of abilities which are innately self-cast, such as Sivir's Spell Shield.


  • Added tooltips and visual indicators in the client to more clearly convey which game modes, maps, and types are locked for new and low level players


  • PVP.net will now automatically scale itself down to 1150x720 or 1024x640, whichever is most appropriate. The most common desktop resolutions that will see their experience impacted are:




    • 1366x768


    • 1280x768


    • 1280x700


    • 1182x864




  • Logitech hardware support can now be disabled by adding "LogitechSupport=0" to the "General" section in your game.cfg






+ Show Spoiler [Previous GD Threads & Patch Notes] +
Aatrox General Discussion
Lissandra General Discussion
Nerf Everything Not Nami General Discussion
Balance Update General Discussion
General General Discussion
Karma Remake General Discussion
Zac General Discussion
Quinn General Discussion
Patch 3.02 General Discussion
Season 3 General Discussion
Preseason Balance Update 2
Preseason Balance Update 1
Preseason 1 General Discussion
End of Season 2 General Discussion
Shadow Isles General Discussion
Twisted Fate Update General Discussion
Kha'Zix General Discussion
Syndra General Discussion
Late Aug General Discussion
Rengar General Discussions
Diana General Discussion
Zyra General Discussion
Jayce General Discussion
Draven General Discussion
Darius General Discussion
Spectator Mode General Discussion
Hecarim General Discussion
Lulu General Discussion
Fiora General Discussion
Nautilus General Discussion
Ziggs General Discussion
Sejuani General Discussion
Viktor General Discussion
Ahri General Discussion
Volibear General Discussion
Fizz General Discussion
Shyvana General Discussion
Graves General Discussion
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
July 09 2013 22:19 GMT
#2
--- Nuked ---
mordek
Profile Blog Joined December 2010
United States12705 Posts
July 09 2013 22:22 GMT
#3
Hot diggity. Now is the time to rant about Lucian, we're at the beginning of a GD!
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Alaric
Profile Joined November 2009
France45622 Posts
July 09 2013 22:28 GMT
#4
Fkin Lucian is Blade. I find Blade corny. Lucian sucks.
Cant take LMS hipsters serious.
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 09 2013 22:29 GMT
#5
Alaric, I am disappoint.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Mauzel
Profile Joined December 2009
United States421 Posts
July 09 2013 22:29 GMT
#6
Lucian seems like fun.

His ulti is going to scale with MS (to ensure it's always connecting on someone) and his passive scales with CDR. Also aiming / timing his ulti requires some precise positioning and repositioning... sorta like twitch's ultimate.

He's basically going to be running around Kamehameha'ing people.
Gator
Profile Blog Joined February 2011
United States3432 Posts
July 09 2013 22:30 GMT
#7
jayce pls.. not like this
TSM
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2013-07-09 22:31:59
July 09 2013 22:30 GMT
#8
Kennen nerfs - yay, was way too annoying against all melees
Nunu nerfs - yay, but he's probably still super strong
Draven nerfs - yay
Jayce nerfs - about time
Hecarim nerfs - LOL WAT do ppl still play him?

eve, zac and elise might still be on the strong side

leblanc, brand, corki reworks should be fun, those champs died out too much
shyvana e buff should help her lategame damage a lot (especially wits end based builds) but she's probably still a better top laner than jungle, but most ranged harass lanes beat her.

i think the jayce nerfs are in the right place because he was just like another nidalee where he just has good runing away and then a binary hit or miss skill which you spam all game long. He should be about melee and ranged form not just an physical damage nidalee
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2013-07-09 22:36:14
July 09 2013 22:31 GMT
#9
On July 10 2013 07:29 Mauzel wrote:
Lucian seems like fun.

His ulti is going to scale with MS (to ensure it's always connecting on someone) and his passive scales with CDR. Also aiming / timing his ulti requires some precise positioning and repositioning... sorta like twitch's ultimate.

He's basically going to be running around Kamehameha'ing people.


Sounds like DH from D3.

Edit.

It also just seems like Nunu is on the path to Poppy-dom/rework. Just a champ riot doesnt know what to do with.
Freeeeeeedom
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
July 09 2013 22:33 GMT
#10
Lol, darkness.
I'm not stupid, a marauder just shot my brain.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2013-07-09 22:37:08
July 09 2013 22:36 GMT
#11
first page yay

<3 neo

EDIT: also, some formatting problems with the patch notes.
(╯°□°)╯︵ ┻━┻
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 09 2013 22:37 GMT
#12
On July 10 2013 07:36 ticklishmusic wrote:
first page yay

<3 neo

EDIT: also, some formatting problems with the patch notes.


you know what to do neo
SidianTheBard
Profile Joined October 2010
United States2474 Posts
July 09 2013 22:37 GMT
#13
Can't wait to try me out some Shyvana!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
LightningStrike
Profile Joined February 2011
United States14277 Posts
July 09 2013 22:43 GMT
#14
I glad Shyvana finally get buffed for her jungle because that is pretty much my favorite role to use Shyvana for :D Clears going to easier for her
May the next light shine/Former #1 Alliance LoL fan/ Current Teamliquid LoL Fan
nosliw
Profile Blog Joined December 2008
United States2716 Posts
July 09 2013 22:43 GMT
#15
oh we got a new champ?
Wolfstan
Profile Joined March 2011
Canada605 Posts
July 09 2013 22:44 GMT
#16
Excited for shyvana buffs, and Dravens new passive.

Now that the framework in place, looking for Nid nerfs on the abyss.
EG - ROOT - Gambit Gaming
Gorsameth
Profile Joined April 2010
Netherlands22131 Posts
July 09 2013 22:46 GMT
#17
Really they removed the loading bar? so now when a load takes 10 minutes i have to wonder if my client died or someone's pc is slow?

Why do this? just because some kids flames another for loading slow once in a while?
seems awfully petty
It ignores such insignificant forces as time, entropy, and death
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
July 09 2013 22:47 GMT
#18
Lucian's ult + dash seems like a missfortune ult that everytime you get a kill you can dash to reposition the ult. Sounds pretty fun.

Lucian sounds really fun to play and extremely dash/mobile heavy. Hope his dash looks like grave's dash as I really like that dash animation I want a gameplay vid!
Jaedong :3
Dan HH
Profile Joined July 2012
Romania9179 Posts
July 09 2013 22:48 GMT
#19
The progress bar has been removed due to space constraints

Because stupid icons are more important than knowing when the game starts?
beefhamburger
Profile Joined December 2007
United States3962 Posts
Last Edited: 2013-07-09 22:48:31
July 09 2013 22:48 GMT
#20
Awesome QoL changes for the client and maps overall.

Black Cleaver
Can no longer apply more than one stack of Armor Shred in a single basic attack

Does this apply to muramana too?
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