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[Patch 4.1] Season 4 Start General Discussion

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MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2014-01-14 22:47:58
January 14 2014 22:47 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)

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.

Patch 4.1: Live on ????, 2014
+ Show Spoiler [Patch Notes] +



Leagues



The 2014 ranked season reset will take place within the next few days. We’ll have a full list of changes in the patch notes when it happens.



Back to top





Vision Code Changes



While these changes won’t be immediately noticeable at first, you should see some positive differences over time with vision becoming more dynamic and responsive. These changes let us do more with vision while tackling larger issues in 2014. No promises for now as to what timelines we’ll be hitting with our updates, but hopefully you’ll be able to see the difference.


  • In-game vision should now be more responsive and dynamic as it interacts with abilities (like Lux’s Lucent Singularity)

  • Ward sweeping abilities will now cause wards to darken the fog of war when they are disabled.

  • Projectiles should register more quickly when a champion casts an ability from the fog of war


Back to top





Champions



Anivia



Summary: We’ve increased the speed of Anivia’s basic attack projectile and brought down the mana cost of Flash Frost and Crystallize. Additionally, Anivia’s ult will now have a warning effect when she is almost out of Glacial Storm’s range.



We call these kinds of changes “modernizations,” where we bring a champion up-to-date with the current state of the game. Usually this means mana cost changes (typically reductions), but it also extends to playability improvements, like range indicators or gameplay improvements.



General


  • Basic attack projectile speed increased to 1400 (from 1100)


Q - Flash Frost


  • Mana cost reduced to 80/90/100/110/120 (from 80/100/120/140/160)


W – Crystalize


  • Mana reduced to 70 at all ranks (from 70/90/110/130/150)


R - Glacial Storm


  • Now displays a warning particle over Anivia that only the Anivia player can see when she is close to the maximum range of her ultimate



Annie



Summary: Pyromania’s stun duration is now shorter at earlier levels but Summon: Tibbers’ cooldown has been reduced at later levels to compensate.



Annie’s a terrifying kid to play against in the early phases of the game – even before Tibbers joins the party– mostly due to her long duration stun at level 1. With these changes, we want to give Annie’s lane opponents some more room to breathe against her early threat, but we’ve given Tibbers more late game playtime to compensate. This should lessen a bit of Annie’s power without incinerating her overall strengths.



Passive - Pyromania


  • Stun duration now scales 1.25/1.5/1.75 seconds at levels 1/6/11 (from 1.75 seconds at all levels)


R - Summon Tibbers


  • Cooldown reduced to 120/100/80 seconds (from 120 at all ranks)



Evelynn



Summary: We’ve slowed down Hate Spike’s missile speed, changed Ravage’s damage from magical to physical and Agony’s Embrace now grants its shield instantly.



Evelynn’s newfound strength in the preseason is partially a result of our changes to the vision system, but she’s also been blowing up enemy champions during the mid-game when she can stack Magic Penetration. Changing Ravage’s damage to physical will reduce some of Evelynn’s burst, but our core focus is on the Hate Spike change. By reducing its missile speed, Evelynn’s victims should feel more rewarded for keeping her at a distance, especially if they have some speed boosts to outrange her spikes. We also cleaned up the response time of Agony’s Embrace – it feels pretty bad for Evelynn to die before the shield but after the cast.



Q - Hate Spike


  • Missile speed reduced to 1250 (from 2000)


E - Ravage


  • Damage changed to physical (from magic)


R - Agony's Embrace


  • Now grants the shield instantly (instead of 0.5 seconds later after the projectiles return to her)



Janna



Summary: Monsoon now channels immediately on activation and the channel duration has been reduced. Additionally, we’re increasing Monsoon’s heal per second and total heal amount.



Since we removed a lot of Janna’s invisible power, we can now buff up some of the cooler parts of her kit. Since Monsoon is one of Janna’s big moments in the spotlight, we decided to throw caution to the wind and buff her up with more healing potential and immediate gains.



R - Monsoon


  • Now begins channeling immediately upon activation (from an initial 0.25 second cast time)

  • Total channel duration reduced to 3 seconds (from 4 seconds)

  • Heal per second increased to 100/150/200 (+0.6 ability power) (from 70/110/150 (+0.35 ability power)

  • Total heal amount increased to 300/450/600 (+1.8 ability power) (from 280/440/600 (+1.4 ability power))



Jinx



Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug.



Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power.


Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels – Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).



General


  • Base health reduced to 462 (from 500)

  • Health per level increased to 82 (from 80)


E - Flame Chompers!


  • Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds)

  • Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them

  • Reduced damage at earlier levels to 80/135/190/245/300 (from 100/150/200/250/300)



Nasus



Summary: We’re reducing Wither’s range and removing the increased Wither and Spirit Fire range granted through Fury of the Sands.



We want to keep Nasus’ core strengths where they are while toning down some of his power. Reducing the cast range of Wither and removing Wither’s bonus cast range from Fury of the Sands means that Nasus must position better and make better decisions about which target to Wither, rather than “sniping” fragile opponents with long-range Withers before eating them.



W - Wither


  • Range reduced to 600 (from 700)


R - Fury of the Sands


  • No longer increases the cast ranges of Wither and Spirit Fire



Rengar



Summary: We fixed a bunch of bugs in Savagery and tweaked Empowered Battle Roar.



Rengar’s overall sustain with Empowered Battle Roar is incredibly high, especially because he can transition from a tank in the mid-game to an unseen predator in the late-game. While this is definitely a nerf to Rengar’s overall sustain, we wanted to maintain his ability to survive in a fight, so the scaling heal will remain a good choice when Rengar’s low on health. The Savagery change means that Rengar now has two seconds to pull off his empowered basic attack instead of six seconds.



Q – Savagery


  • Savagery basic attack buff (not attack speed buff) reduced to 2 seconds (from 6 seconds)

  • Fixed multiple bugs that allowed Rengar to use Savagery more frequently than intended


W - Battle Roar


  • Empowered Battle Roar heal changed to 20 + (10 x level) amplified by a 1% per 1% of Rengar’s missing health (from 40 + (20 x level) health)



Riven



Summary: We lowered Riven’s base attack damage but increased her attack damage per level to compensate. Additionally, Broken Wings’ damage has been decreased and Valor’s shield duration was shortened.



Riven’s burst damage is just too high at early levels, so we’re dulling her blade. Broken Wings scaling off total AD from bonus AD means that Riven will do better when she’s behind (because she won’t be able to buy so much raw AD), but worse when she’s far ahead. We’re reducing the duration of Valor to hit some of Riven’s flexibility in lane – if she’s going to rely on Valor’s shield to trade damage, she’ll need to commit quickly or risk losing the shield.



General


  • Base attack damage reduced to 54 (from 56.7)

  • Attack damage per level increased to 3 (from 2.7)


Q - Broken Wings


  • Damage per strike decreased to 10/30/50/70/90 (+40/45/50/55/60% total attack damage) (from 30/55/80/105/130 (+70% bonus attack damage))


E - Valor


  • Shield duration reduced to 1.5 seconds (from 2.5 seconds)



Shyvana



Summary: We’re lowering Burnout’s overall damage and Flame Breath’s damage at earlier levels. Dragon’s Descent also received a bug fix and the damage now matches the tooltip.



Shyvana’s doing a lot of damage in the early to mid-game, even when she builds tanky. It turns out that when Shyvana can push, wave clear and out-trade opponents all at once, things can get a little frustrating. We’re cooling some of that dragon blood down to make her early bullying more manageable.



W - Burnout


  • Damage per second reduced to 20/35/50/65/80 (from 25/40/55/70/85)

  • Minimum magic damage reduced to 60/105/150/195/240 (from 75/120/165/210/255)

  • Maximum magic damage reduced to 140/245/350/455/560 (from 175/280/385/490/595)


E - Flame Breath


  • Damage reduced at earlier levels to 60/100/140/180/220 (from 80/115/150/185/220)


R - Dragon's Descent


  • Damage now correctly matches the tooltip at 175/300/425 (from 200/300/400)



Thresh



Summary: We made it more obvious that Dark Passage is a clickable item and gave it a small collision radius. We’re also slightly increasing the time it takes for The Box to form.



Giving Thresh’s lantern a small collision radius means that he can’t cover things like minions or wards to prevent enemies from clicking them. Similarly, this also means that minions can’t accidentally cover up a lantern, and that enemies can’t block Thresh’s lantern with a bunch of wards. Instead, Thresh’s lantern will now slightly push units out of the way when it’s thrown on top of them – or if the unit can’t be moved (ie: wards or champions), Thresh’s lantern will land beside them and champions won’t be able to walk directly on top of it. Click that lantern!


The increased delay on The Box’s wall formation is to clarify its use as a trapping ability when Thresh has the right position. Sometimes Thresh will just throw out The Box when walking behind a fleeing opponent to “clip” them on the edge, but Thresh should fail in those situations because he didn’t bother to have the proper positioning.



W - Dark Passage


  • Now shows indicator particles to nearby allies to indicate that it is a clickable object

  • Lantern now has a small collision radius


R - The Box


  • Delay on wall formation increased to 0.75 seconds (from 0.5 seconds)



Yasuo



Summary: We’ve smoothed out Yasuo’s gameplay overall and made Steel Tempest auto-smartcast. Additionally, Last Breath now gives maximum Flow when cast and has a slightly shortened animation.



While we’re still keeping an eye on how Yasuo is performing at all levels, we wanted to smooth out his gameplay and give Last Breath more use to turn around a fight when he’s behind.



General


  • Now properly applies the 10% critical strike damage reduction to Statikk Shiv critical hits

  • Improved the functionality of his E – Sweeping Blade to Q – Steel Tempest combo


Q – Steel Tempest


  • All casts are now automatically smart cast


W – Wind Wall


  • No longer blocks friendly Syndra orbs


R – Last Breath


  • Now grants maximum Flow on cast

  • Spell animation shortened by 0.1 seconds

  • Now less likely to be teleported out of by enemies spamming flash

  • Now properly alerts spectators and allies when it is on cooldown


Back to top





Minor Changes and Bug Fixes



Caitlyn



R – Ace in the Hole


  • Fixed a bug where Ace in the Hole's visual effects would continue, even after the projectile was destroyed by its target becoming untargetable. Caitlyn players should now have better visual feedback for when their ultimate will not hit its target.



Darius



R – Noxian Guillotine


  • Duration after kill when Darius can re-cast Noxian Guillotine increased to 20 seconds (from 12 seconds)



Fiddlesticks



This is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now.



Q - Terrify


  • Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions



Fiora



R – Blade Waltz


  • Fixed a bug where Fiora could teleport while casting Blade Waltz



Hecarim



W – Spirit of Dread


  • Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%)



Jarvan IV



Passive – Martial Cadence


  • Fixed a bug where Martial Cadence would sometimes trigger on towers



Lux



R – Final Spark


  • Now goes on cooldown when it finishes casting, instead of when it begins casting

  • If Lux dies while casting Final Spark, it will no longer go on cooldown



Malzahar



R – Nether Grasp


  • Now halts the target's movement if they were being moved by a friendly effect (dashes, jumps, etc.)



Nami



R – Tidal Wave


  • Now goes on cooldown when it finishes casting, instead of when it begins casting

  • If Nami dies while casting Tidal Wave, it will no longer go on cooldown



Nidalee



W - Bushwhack


  • Fixed a bug where Nidalee's Bushwhack traps could be placed in walls

  • If Nidalee casts a trap that would fall in a wall, the trap will instead be placed in the nearest non-wall position less than or equal to Bushwhack's maximum cast range (900 units)



Olaf



Q – Undertow


  • Slow reduced to 29/33/37/41/45% (from 35/40/45/50/55%)



Talon



E – Cutthroat


  • Now teleports Talon slightly further behind his target



Twisted Fate



Q – Wild Cards


  • Targeting indicator updated to show the individual targeting lines


Back to top





Items



Rabadon's Deathcap


  • Tooltip now displays the amount of Ability Power gained from its UNIQUE Passive.



Spirit Visage



The cooldown reduction for Spirit Visage is to reduce its high gold efficiency for almost all tanky champions, especially since many were just buying Spirit Visage as part of their “core” tank build, regardless of the enemy team composition.


  • Cooldown reduction reduced to 10% (from 20%)



Sunfire Cape



This change is to reduce the overwhelming power of early Sunfire Capes.


  • Magic damage changed to 25 + character level (from 40)




Jungle Items



We really like Spirit of the Spectral Wraith’s healing passive, so we decided to make it a staple passive on every Spirit item.



Spirit Stone


  • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)

  • No longer has health or mana regen

  • No longer has Maim passive



Spirit of the Ancient Golem


  • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)

  • No longer has health or mana regen



Spirit of the Spectral Wraith


  • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells) (from 8% of spell damage for both health and mana)

  • No longer has health or mana regen

  • Now grants 2 ability power for every large monster kill (max: 30)



Spirit of the Elder Lizard


  • Now gives 8% of damage dealt to monsters as health and 4% as mana (half effect for area of effect spells)

  • No longer has health or mana regen


Back to top





Summoner's Rift



These changes are for Summoner’s Rift only



With these changes, we want to tackle the 2v1 lane swaps that many competitive teams have adopted in order to shut down enemy laners while also taking quick objectives. Initiating a 2v1 lane swap to shut down an opponent should have inherent risks, like leaving your bottom tower vulnerable to early pushes.




Turrets


  • Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.

  • Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


Back to top





Crystal Scar and Twisted Treeline



These changes are for Crystal Scar and Twisted Treeline only



Much like when we removed Needlessly Large Rod from Twisted Treeline and Crystal Scar (due to its high cost in a faster game mode), we’re doing the same with B.F. Sword while reintroducing items with alternative build paths. Lord Van Damm’s Pillager has the exact same stats and total cost as Infinity Edge, but is easier to build up over time.



Blackfire Torch


  • Movement speed reduced to 5% (from 10%)



Wicked Hatchet


  • Re-introduced with a new build and effect

  • Builds from a Long Sword and Brawler's Gloves

  • Costs 1200 (440 combine cost)

  • 20 AD and 10% Critical Chance

  • Critical strikes cause your target to bleed 60% of your bonus AD over 3 seconds (physical damage)



Lord Van Damm's Pillager


  • Re-introduced with a new build and effect

  • Builds from Wicket Hatchet, Pickaxe, Agility Cloak

  • Costs 3800 (995 combine cost)

  • Stats and effect are identical to Infinity Edge



Infinity Edge


  • Removed


Back to top





Crystal Scar and Howling Abyss



These changes are for Crystal Scar and Howling Abyss only



Entropy


  • No longer builds out of BF Sword - Now builds out of pickaxe

  • Damage reduced to 55 (from 70)

  • Total cost reduced to 2700 (from 3475)

  • Combine cost reduced to 500 (from 600)


Back to top





Crystal Scar, Howling Abyss, Twisted Treeline



These changes are for Crystal Scar, Howling Abyss and Twisted Treeline only



Grez's Spectral Lantern


  • Total cost reduced to 1350 (from 1450)

  • Combine cost reduced to 250 (from 350)



The Lightbringer


  • Total cost reduced to 2200 (from 2500)

  • Combine cost reduced to 375 (from 575)



Hextech Sweeper


  • Total cost reduced to 2000 (from 2200)

  • Combine cost reduced to 330 (from 530)


Back to top





New Player Experience



We’ve introduced a stable roster of free champions for new players to play. Our goal is to improve the way players learn to play League of Legends when they’re first starting out. These champions were picked because of how easy they can be learned and how enjoyable most new players find them.




  • These changes will be turned on at a later date

  • Players new to League of Legends will now have a static roster of free champions to play during their first few levels; after which, they will use the normal Free to Play rotation




+ Show Spoiler [Previous GD Threads & Patch Notes] +

Yasuo General Discussion
PreSeason 4 General Discussion
Heimer Rework General Discussion
Jinx General Discussion
Worlds Championship General Discussion
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
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
January 14 2014 22:48 GMT
#2
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution.
What fun is it being cool if you can’t wear a sombrero?
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
January 14 2014 22:50 GMT
#3
On January 15 2014 07:48 GrandInquisitor wrote:
Show nested quote +
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution.


Basically it will be impossible to take turrets until like 15-20 minutes in.
(╯°□°)╯︵ ┻━┻
AsnSensation
Profile Joined April 2011
Germany24009 Posts
January 14 2014 22:50 GMT
#4
On January 15 2014 07:48 GrandInquisitor wrote:
Show nested quote +
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution.


Really one of the rare moments I call Riot's decision retarded. Which is funny because I just saw the reddit thread about their new Lead Game Designer who apparently fucked up WoW Pvp for 6 years. (never played wow)
Amethyst21
Profile Blog Joined February 2011
Canada7032 Posts
January 14 2014 22:50 GMT
#5
On January 15 2014 07:48 GrandInquisitor wrote:
Show nested quote +
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution.


It's a really silly change considering RIOT's longheld belief of having a relatively low burden of knowledge. I understand what they are trying to do, but I cannot believe that this was the 'best' change they could think of.
/On the C9 Hype Train/@DatFirefly
Requizen
Profile Blog Joined March 2011
United States33802 Posts
January 14 2014 22:50 GMT
#6
Haven't played in like a month and a half.

But 30 free AP on Spectral Wraith seems strong wtf
It's your boy Guzma!
Haiq343
Profile Joined August 2011
United States2548 Posts
January 14 2014 22:51 GMT
#7
It's pretty square-peg for sure. I can sympathize with their ideal of having the 2v1 be something of a trade-off, but there has to be a better way.

I will be disappointed that Shyv will no longer be comically overpowered, but I'm still convinced dragooning people under their turrets is the best thing in the entire game.
I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. For knowledge is limited, whereas imagination encircles the world. -Einstein
Alaric
Profile Joined November 2009
France45622 Posts
January 14 2014 22:51 GMT
#8
That's so friggin retarded. It's not even an "offlane" thing. It's a fucking "botlane" thing.
Cant take LMS hipsters serious.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
January 14 2014 22:53 GMT
#9
oh man welcome to the league of junglers
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
January 14 2014 22:54 GMT
#10
On January 15 2014 07:48 GrandInquisitor wrote:
Show nested quote +
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution.

It is ridiculously inelegant. If people want to 2v1 now, they still can but now they'll just freeze the lane and make the solo laner cry and never come close to the creep wave. Some of the inherent reasons to 2v1 aren't necessarily to take towers early and this doesn't address that.

Having only outer towers resistant to autoattacks by a bit is incredibly counter-intuitive. Shouldn't the Nexus Towers be the strongest after all?
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21242 Posts
January 14 2014 22:54 GMT
#11
On January 15 2014 07:48 GrandInquisitor wrote:
Show nested quote +
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution.

Haha haha haha haha haha haha riot you're retarded
TranslatorBaa!
Kiett
Profile Blog Joined March 2011
United States7639 Posts
January 14 2014 22:55 GMT
#12
''Hey, we noticed that hockey players prefer advancing and attacking from the leftfield's side, since they're mostly lefties themself, so we poured some sand there to make it harder.''

From reddit. Gave me a laugh.

Riot why :/
Writer:o
cLutZ
Profile Joined November 2010
United States19573 Posts
January 14 2014 22:56 GMT
#13
Why change mid? Now there is really no way for a more static champ (Karthus, Anivia, etc) to punish a roamer.
Freeeeeeedom
Slayer91
Profile Joined February 2006
Ireland23335 Posts
January 14 2014 22:56 GMT
#14
hocky players are lefties?
Ryuu314
Profile Joined October 2009
United States12679 Posts
January 14 2014 22:57 GMT
#15
Dat Eve Q missile speed reduction. Does that mean you can juke Qs now?
Doctorbeat
Profile Joined May 2011
Netherlands13241 Posts
January 14 2014 22:58 GMT
#16
Rengar getting dumpstered.

Assassinating people out of the blue was all he was good for. He doesn't have CC or anything...

Also Shyv getting nerfed but not Mundo or Ziggs?
- TEAM LIQUID - doctorbeat on LoL
Kinie
Profile Joined December 2011
United States3106 Posts
January 14 2014 22:59 GMT
#17
So based upon what I'm reading on the 4.1 patch notes, here's my initial thoughts:

- QoL update on Anivia, should help the bird out a bit.
- Probably buffed Annie with the reduced CD on Tibbers, and the stun duration scaling is probably not enough.
- Evelynn got hit hard with both missile speed nerf and E change to physical, probably no longer going to see her in pro games.
- Janna change is a slight buff, Jinx change is ok, Nasus change is expected, Rengar Q is fixed hopefully.
- Riven changes are expected and shouldn't hurt her too much.
- Shyvana nerfs probably aren't enough, but it's a start.
- No more blocking Thresh lantern, yay (or boo, depending upon how you feel about the lantern).
- Yasuo w/ Shiv won't be critting so often anymore, and it looks like you can see where the Q will be aimed now if you take it off smart cast (assuming I read it right). W bug is fixed with Syndra orbs, and the R change is probably a buff.
- Slight bug fixes for most other champs, with Talon E fixed, Olaf Q slightly nerfed and that's about it.
- SV nerf on its CDR went through, and change on Sunfire is fine.
- Jungle items all getting the Spectral Wraith sustain is OP, to the point where I wonder if certain lane champs will want them too.
- Their attempts to stop or make the 2v1 lane a risky proposition probably isn't enough if they want to stop it.
mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
January 14 2014 22:59 GMT
#18
On January 15 2014 07:48 GrandInquisitor wrote:
Show nested quote +
Outer turrets no longer gain bonus armor and magic resist for the first eight minutes of the game.
Top and middle lane outer turrets now have 20 damage reduction from champion basic attacks


I usually believe that Riot knows what they're doing, but this change is just horrifying. I cannot imagine a more inelegant solution.

It's indeed extremly counter-intuitive, and makes it really hard for tanky top laners to punish an opponent leaving the lane by taking his tower.
The legend of Darien lives on
onlywonderboy
Profile Joined August 2012
United States23745 Posts
January 14 2014 23:00 GMT
#19
On January 15 2014 07:55 Kiett wrote:
''Hey, we noticed that hockey players prefer advancing and attacking from the leftfield's side, since they're mostly lefties themself, so we poured some sand there to make it harder.''

From reddit. Gave me a laugh.

Riot why :/

Haha that about sums up my feelings on these changes. Riot just weirdly hates pre-15 minute towers it seems.
RIP Ryan Davis / TL or Die / @onlywonderboy
Haiq343
Profile Joined August 2011
United States2548 Posts
January 14 2014 23:00 GMT
#20
On January 15 2014 07:58 Doctorbeat wrote:
Rengar getting dumpstered.

Assassinating people out of the blue was all he was good for. He doesn't have CC or anything...

Also Shyv getting nerfed but not Mundo or Ziggs?

Tank Rengar was a tiny bit... broken. That's a fair change. ClutZ's point about this being an indirect buff for roaming midlands is something I really wonder if Riot considered.
I am enough of an artist to draw freely upon my imagination. Imagination is more important than knowledge. For knowledge is limited, whereas imagination encircles the world. -Einstein
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