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[Patch 3.11] General Discussion

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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
September 04 2013 00:03 GMT
#1
Welcome to the Patch General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends and the most recent patch. 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.

Off-topic dicsussion should go in the Off-topic Dicsussion Thread.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The 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 or champion specific questions. Lastly, confine QQing and bragging to their respective threads.

There is no new champion this patch.

Patch 3.11: Live on Sept. 4th, 2013
+ Show Spoiler [Patch Notes] +
Champions


Draven



Summary: Draven’s passive will now consume all stacks on kill to grant bonus gold, although the gold granted per stack has been reduced by 1. Additionally, Draven’s passive will grant at least 50 bonus gold per kill.



Context: Considering Draven is obviously the greatest champion ever in League of Legends, his new League of Draven passive feels a little flat right now. We’re looking at ways of making his Adoration mechanic more rewarding - both functionally and visually – during late game and multikills.



League of Draven


  • Now grants a base 50 Gold bonus upon killing an enemy champion (from 0)

  • Now consumes all Adoration stacks on kill to reward Draven with Gold (previously only consuming half)

  • Gold per Adoration stack consumed reduced to 2 (from 3)

  • Visuals and sounds for League of Draven play on every Draven kill, instead of only playing on kills which consumed a large number of stacks



Fiora



Context: Fiora’s Blade Waltz has been hindered by reliability issues for a while now, so we’re making some quality of life changes to help ensure that her ultimate is suitably satisfying to use.



Blade Waltz


  • Will now choose untargetable and invisible targets if necessary to continue the Blade Waltz. If Fiora needs to jump to such a target to continue Blade Waltz, she will do so, though the ability will not deal damage to untargetable/invisible units. If the target is revealed when Fiora jumps to them (in brush), she’ll deal damage as normal



Galio



Summary: We’re reducing Idol of Durand's cooldown at all ranks and fixing the mana cost to a flat number (lower overall) at all ranks.



Context: Galio's ultimate has several measures in place to keep it in check, but between the counters and the resource costs (mana and cooldowns), we feel it’s currently too constrained overall. By reducing his ult’s cooldown and mana cost, we should ensure that Galio stays a viable pick at all levels of play.



Idol of Durand


  • Cooldown reduced to 150/135/120 (from 170/150/130)

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



Mordekaiser



Iron Man


  • Now displays shield amount in segments, similar to health segments



Singed



Fling


  • Fixed a bug where Fling was dealing more damage than the tooltip values indicated



Thresh



Death Sentence


  • If the target cleanses the initial spell or blocks it with a spell shield, the chain will now shatter, preventing Thresh from casting Death Leap



Udyr



Phoenix Stance


  • Phoenix Stance's buff now displays a timer for Udyr's next Phoenix Breath attack



Zac



Summary: Zac's chunk drops are now more contestable by opponents.



Context: When we first designed Zac, our initial concern was that his chunks would be difficult for Zac players to use if we didn't stack the variables in his favor. So we coded the chunks so Zac would absorb them even when his enemies were closer and should have been able to crush the chunks. Then we launched Zac, who in turn launched himself straight into the “awesome” category over multiple levels of League play. We’re still balancing Zac out, but these changes should give Zac's opponents a fair and equal chance to stomp out the chunks in lane and stop the green goo champ from sustaining so effectively.



Cell Division


  • Adjusted passive chunk drops to be more contestable by enemies


    • If an enemy champion is within 1000 units of Zac, his chunks will spawn in a contestable zone between him and his opponent (this isn’t a change, but is listed for clarification)

    • Increased the range at which champions cause chunks to be contestable (fly away from Zac) to 1000 (from 700)

    • Slightly increased the distance contestable chunks travel from Zac

    • Chunks are now credited to whoever is closest to them in the event that both Zac and an enemy champion are present (rather than automatically going to Zac)

    • Reduced chunk invulnerability time to 0.25 seconds (from 0.75)

    • Chunk invulnerability now applies to both Zac and enemies (previously only applied to enemies – Zac now has to wait 0.25 seconds before he can absorb his chunks)

    • Zac now has an increased chunk pickup range and bypasses the chunk invulnerability delay timer during Let's Bounce



Elastic Slingshot


  • Fixed a bug where the landing point visual effect was not appearing for enemies


Items


Guinsoo's Rageblade


  • Fixed a bug where the visual effects included the generic "increased Movement Speed" visual



Maps


Crystal Scar and Twisted Treeline



The following changes are for Crystal Scar and Twisted Treeline only





Sanguine Blade



Context: Similar to the removal of Needlessly Large Rod in 3.10, we’re changing the recipe on Sanguine Blade to alleviate frustrations that come with saving for a B.F. Sword.


  • Recipe Changed: Pickaxe + Vampiric Scepter + 500 Gold = 2175 Total Gold (previously: B.F. Sword + Vampiric Scepter + 500g = 2850 Total Gold)



Nidalee



Context: Nidalee’s Bushwack traps grant too much vision and zone control on wardless maps. We’ve lowered the trap durations to reflect the shorter games on Crystal Scar and Twisted Treeline.


  • Bushwhack reveal and Armor and Magic Resist shred duration reduced to 6 seconds (from 12)

  • Bushwhack trap duration reduced to 2 minutes (from 4)



Teemo



Context: Like Nidalee, Teemo's Noxious Traps grant too much vision and control on wardless maps. We've reduced their durations to reflect the shorter games on Crystal Scar and Twisted Treeline.


  • Noxious Trap duration reduced to 3 minutes (from 10)



Crystal Scar



The following changes are for Crystal Scar only





Kassadin



Context: Kassadin is in a much better place after his initial changes, but he's still a little strong. This change to his silence duration should bring him in line while still allowing him to remain competitive.


  • Null Sphere silence duration reduced to 1/1.25/1.5/1.75/2 seconds (from 1/1.4/1.8/2.2/2.6)



Kha'Zix



Context: Kha'Zix's isolation mechanic is too accessible on Dominion. With these changes, he’ll still have plenty of killing power, but his enemies will have a chance to react and dish some damage back.


  • Taste Their Fear isolation damage reduced to 35% bonus (from 45%)

  • Evolved Enlarged Claws additional missing Health damage reduced to 6% (from 8%)



Lulu



Context: Turns out giving Lulu an ult with amazing team utility almost every fight was giving the Fae Sorceress a little too much power. Oops.


  • Wild Growth cooldown increased to 120/110/100 (from 110/95/80)



Wukong



Context: Wukong was getting a lot of free tank stats which allowed him to build damage without being too squishy. We've increased the cooldown on Cyclone to help remedy the situation.


  • Stone Skin changed to 2/4/6 Armor and Magic Resist per rank (from 4/6/8)

  • Cyclone cooldown changed to 120/110/100 (from 120/105/90)



Yorick



Context: Solo lane Yorick has some strong opponents, but if you don’t specifically counter him, he tends to crush his lane opponent. These changes are meant to reduce some of his harass and sustain.


  • Omen of Famine cast range changed to 500 (from 550)

  • Omen of Famine cooldown changed to 8 (from 10/9/8/7/6)


Game Interface


Undo Button in the Item Shop



Context: Accidentally bought a B.F. Sword on Swain? We’ve added an undo button to the item shop, giving Runeterra’s most mis-clickiest of players the chance to undo their recent purchases. Purchases can’t be reversed if those items have had an irreversible impact on the game (dealing damage, mitigating damage, healing, providing a bonus that is used by a teammate, etc).


  • Players can now undo recent transactions within the in game item shop


    • Undo history is cleared under certain events such as leaving the shopping area, dealing damage, receiving damage, or casting a spell

    • Items will remove benefits they granted you when undone, such as gold gained from gold over time items

    • Certain items cannot be undone such as Homeguard or Captain's Boot enchantments




HUD


  • Mousing over a champion's passive icon will now show a range indicator if the passive has a range of influence (e.g. Soraka's Consecration)



Spectator Mode



Team Fight UI



Context: We’ve developed a new Team Fight UI for spectator mode that minimizes and concentrates the UI so that it’s easier to focus on the action during team fights. With this change we’ve optimized the display of battle information in team fights, including who’s involved in the fight, who’s winning, and how many people have died on either team.


  • While spectating, press 'A' to toggle the Team Fight UI

  • Minimalist UI mode that focuses on presenting information relevant to on-screen conflicts

  • Team health bars communicate the momentum of the fight and impact of AoE damage

  • Crowd control indicators visualize the power of crowd control abilities

  • Pentakill counter tracks progress towards double, triple, quadra and pentakills



Automatic Dragon and Baron Timers


  • Timers will display in the upper left corner of Spectator Mode with a countdown showing Dragon and Baron spawn times


League System


Loading Screen Reward Borders



Loading screen borders will now show a border from your highest rank achieved in the previous season in any tier (previously displayed your Season 2 rank for the specific game type you’re loading)


  • You guys have spoken - this will be reverted in patch 3.12! Click here for more information regarding end of season rewards


General
  • Fixed the minimap bug showing champions at incorrect locations when emerging from the fog of war

  • Cancelled Auto Attacks will no longer fire a damage-less missile at the target
    • The damage-less missile will no longer consume buffs or passives

    • You may still hear a sound effect without the missile. We are still investigating a fix for this


  • Minions will now disappear from the map sooner after their death

  • Cursors will be set to the center of their window by default, preventing the camera from panning to the far left or right corners of the map at game start

  • Cursors will also be set to the center of their window for a short period of time after player switches full-screen focus (alt-tab)

  • Removed the default key bind for "Show/Hide Summoner Names" (previously, Shift-K). The function can still be bound in the Key Bindings menu if you wish to use it

  • Reduced the amount of time you can spend AFK before being kicked from the game

  • Tower health is now updated even if you've never had the tower out of the fog of war

  • The Champions tab in the Summoner Profile has been updated with a new layout


    • The Champion grid has been widened, allowing more Champions to be seen at once

    • The primary role selector has been changed from a button group to a dropdown in the upper right




Friends List


  • Parts of the friend list view have been rewritten in order to increase stability and performance
    • Fixed a bug causing the friend list to be corrupted with duplicate and missing entries when scrolling

    • Friend Notes are now visible in friend tooltips without needing to hover over the note icon




Custom Games


  • AFK detection reduced to 3 minutes (from 8)
    • The game now kicks you at 5 minutes (previously 12 minutes)

  • The minimum time custom games need to last to be eligible for IP/XP rewards has been increased to 7 minutes (previously 5 minutes)

  • A minimum number of human players must now participate in a custom game to receive IP/XP rewards. The current thresholds are:
    • 5 players minimum for Summoner’s Rift, Crystal Scar, and Howling Abyss

    • 3 players minimum for Twisted Treeline

    • A notification has been added in the end of game results screen to explain why players did not receive IP/XP



+ Show Spoiler [Previous GD Threads & Patch Notes] +
Worlds Balance General Discussion
Yimake General Discussion
Spirit Udyr General Discussion
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
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
ExoFun
Profile Joined August 2010
Netherlands2041 Posts
September 04 2013 00:04 GMT
#2
Finally the fix for champion teleport bug on the mini map!
FinestHour
Profile Joined August 2010
United States18466 Posts
September 04 2013 00:07 GMT
#3
draven my waifu
thug life.                                                       MVP/ex-
Kinie
Profile Joined December 2011
United States3106 Posts
Last Edited: 2013-09-04 00:08:41
September 04 2013 00:07 GMT
#4
So basically Zac got nerfed AGAIN, Spirit Visage is still OP, and this patch won't be seen at Worlds, I think that about sums up this patch.

Granted, if this patch did hit LoL on all servers tomorrow, it wouldn't change a whole lot besides making Zac not played as much. It would mean Master Yi is "playable" at Worlds though...
nosliw
Profile Blog Joined December 2008
United States2716 Posts
September 04 2013 00:10 GMT
#5
how do you know what patch the Worlds plays on?
SidianTheBard
Profile Joined October 2010
United States2474 Posts
September 04 2013 00:12 GMT
#6
Any nerf to zac is a good nerf! Wonder why it's taking so long to hit Zed again.
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.
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
Last Edited: 2013-09-04 00:14:45
September 04 2013 00:14 GMT
#7
FINALLY ZAC IS NERFED THANK THE RIOT GODS
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
September 04 2013 00:15 GMT
#8
So slow Neo. I refreshed like 3 times in the previous thread before Darkness. Farm less pls.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
jpak
Profile Blog Joined October 2009
United States5045 Posts
September 04 2013 00:16 GMT
#9
On September 04 2013 09:14 MooMooMugi wrote:
FINALLY ZAC IS NERFED THANK THE RIOT GODS

Without straight up nerfing stats, no less!
CJ Entusman #50! #1 클템 fan TL!
miicah
Profile Joined February 2011
Australia2470 Posts
September 04 2013 00:17 GMT
#10
So if you accidentally buy an aegis and someone spawns while you're in fountain you can't return the item?
@miicah88
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
September 04 2013 00:20 GMT
#11
On September 04 2013 09:16 jpak wrote:
Show nested quote +
On September 04 2013 09:14 MooMooMugi wrote:
FINALLY ZAC IS NERFED THANK THE RIOT GODS

Without straight up nerfing stats, no less!

To be honest his abilities are still OP as hell, the base damages and ratios are very high for a champion thats usually built tanky.
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
September 04 2013 00:20 GMT
#12
No Triforce nerf ? I really think the 200% is too much :/
The legend of Darien lives on
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
September 04 2013 00:22 GMT
#13
Draven still not good enough for pro viability.
Hey! How you doin'?
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
September 04 2013 00:24 GMT
#14
Cool patch notes, Zac can never be nerfed enough. but I'm miffed at the lack of Zed nerfs. I still feel he's really broken, Zac is still probably more broken though.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Alaric
Profile Joined November 2009
France45622 Posts
September 04 2013 00:26 GMT
#15
Not that I wouldn't say "yes" to this Galio buffs, although it's not really what sets him behind compared to a bunch of currently popular picks. :/
Cant take LMS hipsters serious.
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
September 04 2013 00:27 GMT
#16
UNDO UNDO UNDO UNDO
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
cLutZ
Profile Joined November 2010
United States19573 Posts
September 04 2013 00:31 GMT
#17
On September 04 2013 09:24 GhandiEAGLE wrote:
Cool patch notes, Zac can never be nerfed enough. but I'm miffed at the lack of Zed nerfs. I still feel he's really broken, Zac is still probably more broken though.


It is like Riot suddenly changed their balancing style to be very slow and measured when it comes to Thresh/Zac/Zed
Freeeeeeedom
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2013-09-04 00:38:12
September 04 2013 00:32 GMT
#18
On September 04 2013 09:20 mr_tolkien wrote:what
No Triforce nerf ? I really think the 200% is too much :/


Well atm there's still not very many competitively viable champions that build triforce.

I'm all for seeing more Jax and Irelia and corki(and nasus...but pro play)

Also adds even more ambiguity to ezreal. Can't say that's a bad thing.

Theoretically it's a good item on vayne as well, move speed, attack speed, huge proc, move faster on kill etc. I think once worlds rolls around we'll really see what champions the new triforce is best on in the eyes of the pros.


Personally, I don't know if the nerfs will be enough for zac.

I'd like to see a slight nerf in damage on zed's death mark though. No other assassin in the game poses a credible threat to fully defensively built bruiser/tank even in the lategame.
Porouscloud - NA LoL
seRapH
Profile Blog Joined April 2009
United States9756 Posts
Last Edited: 2013-09-04 00:37:41
September 04 2013 00:34 GMT
#19
OH A FIORA BUFF MY LIFE IS COMPLETE

I can still get hit during ult probably but at least you can't dodge the ult just by walking into a bush.

The auto attack fix is nice too I guess
boomer hands
Ethelis
Profile Blog Joined September 2008
United States2396 Posts
September 04 2013 00:40 GMT
#20
Galio buff?

#freeHSGGssn4

(not srs)
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
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