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[Patch 4.1] Season 4 Start General Discussion - Page 228

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Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
February 10 2014 15:47 GMT
#4541
On February 11 2014 00:44 Yezzus wrote:
Show nested quote +
On February 11 2014 00:21 kongoline wrote:
garena has 4.2 patch notes
http://www.reddit.com/r/leagueoflegends/comments/1xip24/42_patch_notes_is_up_on_garena_includes_skarner/

Looks like a serious buff for Ashe (no sarcasm)


In time for a new Ashe skin. What a coincident!
https://twitter.com/SufficientStats
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
February 10 2014 15:49 GMT
#4542
On February 11 2014 00:44 GrandInquisitor wrote:
The patch notes don't load for me; can someone copy/paste?



+ Show Spoiler +


Patch Version 4.2
Posted on 02/10/2014 by LoL PH Admin


TABLE OF CONTENTS

LoL Client Updates

Leagues

Vision System

General

Reworks

Xerath

Skarner

Champions

Ashe

Dr. Mundo

Evelynn

Kayle

Riven

Rumble

Thresh

Yasuo

Ziggs

Minor Changes & Bug Fixes

General

Akali

Elise

Maokai

Sona

Teemo

Yorick

Items

Statikk Shiv

Warden’s Mail / Randuin’s Omen

Vision Ward

Masteries

Summoner's Rift

Twisted Treeline

LOL CLIENT UPDATES
The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly.

Upgraded the notification box to handle more service status messages while also providing more information where necessary

We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games.

Updated the layout of the invite, start game, and quit buttons in the team invite lobbies for better clarity

Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends.

The lore tab (aka the feather) has been removed from the front of the LoL client

LEAGUES
Currently, the League system allows players to rapidly move up the ladder if they're playing at a high skill level. In some rare cases however, players were entering their promo series and facing off against unusually difficult opponents. We’re introducing a change that allows players to skip their promo series up to Platinum I if they continually play at a skill level a full tier higher than their current league placement.

Players who consistently win against opponents a full tier higher than their current placement will automatically skip their promotion series as they progress to the next division. Series skipping will be possible up to Platinum I.

We’re also making pick order more consistent in ranked play. In most cases the skill gap between players on a team is not significant enough to justify granting the top player first pick. Basing pick order on a behind-the-scenes number isn’t a great experience – not to mention there are some odd side effects for duo queue players – so we’re taking a different approach.

All players will now have an equal (random) chance of being first pick

For players in a duo, if either player is chosen as first pick, the team captain will be assigned first pick and the other member of the duo will get whatever position the captain received from the randomizer

VISION SYSTEM
Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future.

Fixed a bug where units in the same brush would sometimes be invisible even if they were in your line of sight

GENERAL
We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells.

Icon Updates

The following icons have been updated:

Soraka’s ability icons

Ashe’s ability icons

Particle Updates

The following summoner spells have been updated:

Flash (particles and sound)

Clairvoyance (particles and sound)

Ghost (particles)

Revive (particles)

REWORKS
Xerath

Summary: Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details.

This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy.

General

Base mana changed to 238 (+47 per level) (from 250 (+45))

Base mana regen per 5 seconds changed to 6 (+0.65 per level) (from 7 (+0.6))

Attack range reduced to 525 (from 550)

Attack animation has been shortened slightly

PASSIVE – Mana Surge

Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level.

Attacking an enemy champion restores double the amount of mana

Q – Arcanopulse

First cast: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling.

Second cast: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage

Cooldown: 9/8/7/6/5 seconds

Mana cost: 80/90/100/110/120

Range: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds

Xerath can hold a full range Arcanopulse for an additional 1.5 seconds

While channeling this spell, Xerath gradually slows his movement speed by up to 50%

W – Eye of Destruction

Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10%

Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead

Cooldown: 14/13/12/11/10 seconds

Mana cost: 70/80/90/100/110

Range: 1000

E – Shocking Orb

Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds

The stun duration is based on how far the orb traveled

Cooldown: 18/16/14/12/10 seconds

Mana cost: 60/65/70/75/80

Range: 1000

R – Rite of the Arcane

Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit

Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used.

Cooldown: 130/115/100 seconds

Mana cost: 100 at all ranks

Range: 3200/4400/5600

Skarner

Summary: We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.

We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.

General

Base attack speed lowered by 1%

PASSIVE – Energize

Unchanged

Q - Crystal Slash

When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times

No longer slows (moved to Fracture)

W – Exoskeleton

Cooldown reduced to 16 seconds (from 18)

Movement speed bonus increased to 16/20/24/28/32% (from 15/17/19/21/23%)

Movement speed bonus now ramps up over the first 3 seconds

Base shield and ability power ratio increased to 80/135/190/245/300 (0.8 ability power) (from 70/115/160/205/250 (0.6 ability power))

Attack speed bonus removed

E – Fracture

Cooldown increased to 14 seconds (from 10)

Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds

Missile range increased to 1000 (from 800)

Missile width reduced slightly

Missile speed lowered slightly

Heal mark removed

R – Impale

Impale now roots the target during the windup animation

Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target.

CHAMPIONS
Ashe

Summary: We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks.

Basically, we wanted Hawkshot to feel more valuable at rank 1.

E – Hawkshot

Cooldown reduced to 60/55/50/45/40 (from 60 at all ranks)

Bonus gold on kill changed to 3 at all ranks (from 1/2/3/4/5)

Dr. Mundo

Summary: Mundo’s cleavers got skinnier.

Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo.

Q - Infected Cleaver

Missile width reduced to 60 (from 80)

Evelynn

Summary: The closer Evelynn is to her target, the faster her Hate Spike projectile travels.

We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal.

Q - Hate Spike

Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)

Kayle

Summary: We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost.

Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY.

Q – Reckoning

Ability power ratio reduced to 0.6 (from 1.0)

W - Divine Blessing

Heal ability power ratio increased to 0.45 (from 0.35)

Movement speed bonus now scales with ability power (+7% per 100 ability power)

R – Intervention

No longer has a mana cost (from 100/75/50)

Riven

Summary: We lowered Riven’s base health regen and increased the power of Valor’s shield.

We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place.

General

Base health regen per 5 reduced to 2.5 (from 5.5)

E – Valor

Shield increased to 90/120/150/180/210 (from 70/100/130/160/190)

Rumble

Summary: Flamespitter looks… okay.

Rumble now spits real flame instead of meatballs.

Q – Flamespitter

Spell effect has been updated

Thresh

Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.

General

Basic attack range reduced to 450 (from 475)

Yasuo

Summary: It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range.

We made some general quality of life changes to Yasuo in patch 4.1, but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away.

PASSIVE - Way of the Wanderer

Movement required to generate a unit of flow increased by 15%

Q - Steel Tempest

Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available

E - Sweeping Blade

Now passively grants 3/6/9/12/15% of Yasuo's flow bar when he dashes (from 4/8/12/16/20%)

R - Last Breath

Reduced cast range to 1200 (from 1300)

Fixed a bug where Last Breath could sometimes be used beyond the maximum range

Ziggs

Summary: Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels.

Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Ziggs' early game harass.

PASSIVE - Short Fuse

Base damage changed to 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 | 20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18

From 20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 | 20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18

Ratio changed to 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18 (from 0.35 at all levels)

E – Hexplosive Minefield

Minions now take 40% damage for each mine they hit beyond the first (from 100%)

Minor Changes & Bug Fixes

General

Removed legacy floating combat text

Added ticks to Vilemaw's health bar

Fixed a bug that stopped the HUD from scaling while the game was paused

Akali

R - Shadow Dance

Akali's Shadow Dance stacks can once again be seen in her buff bar

Elise

R - Spider Form

Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.

Maokai

R - Vengeful Maelstrom

Fixed a bug where bonus damage stored was lower than intended (now 25% higher)

Sona

E - Song of Celerity

Fixed a bug where the tooltip improperly showed Song of Celerity as having a .04 AP ratio for both effects - only the slow should have a .04 AP ratio

Fixed a bug where Song of Celerity was granting a weaker haste and slow than intended (was using a .01 AP ratio for the haste and a .02 ratio for the slow, is now correctly using the intended .02 AP ratio for the haste and a .04 ratio for the slow)

Teemo

Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving

Yorick

Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed)

Items

Statikk Shiv

Passive now only critically strikes when the associated attack critically strikes

Warden’s Mail / Randuin’s Omen

UNIQUE Passive – Cold Steel

Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings and Elise’s Spiderlings were not being affected by the slow

Vision Wards will now properly provide true sight to an enclosed area when placed in front (ie: dragon pit and Baron pit).

Vision Ward

Fixed a bug where Vision Wards weren't granting full true sight vision equal to their normal vision range

Masteries

Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line.

Perseverance (Defense)

Reduced to 0.35%/0.675%/1% of missing health every 5 seconds (from 0.7%/1.35%/2%)

Summoner's Rift

Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that.

Turrets

The duration of the flat damage reduction against champions for top and mid lane outer turrets now lasts 8 minutes instead of being permanent

Twisted Treeline

Kha’Zix (same changes that exist on the Crystal Scar) Q – Taste Their Fear

Isolation damage bonus reduced to 35% (from 45%)

Evolved Enlarged Claws

Missing health damage reduced to 6% (from 8%)
https://twitter.com/SufficientStats
Gahlo
Profile Joined February 2010
United States35160 Posts
February 10 2014 16:11 GMT
#4543
On February 11 2014 00:03 Sufficiency wrote:
Show nested quote +
On February 10 2014 23:56 Gahlo wrote:
On February 10 2014 23:48 Sufficiency wrote:
On February 10 2014 23:41 Gahlo wrote:
On February 10 2014 23:29 Sufficiency wrote:
On February 10 2014 23:26 Gahlo wrote:
On February 10 2014 23:21 Sufficiency wrote:
On February 10 2014 23:10 Gahlo wrote:
On February 10 2014 21:59 Sufficiency wrote:
There is no way Riot will nerf her W cooldown, because she was previously buffed in that respect. I don’t think Riot has ever reverted a buff/nerf before.

You're on a roll today, aren't you?


Do you really think this is a troll comment?

Buffing a champion and nerfing it in the same way makes Riot looks bad and create discontent in the player base.

You know what looks worse to players? Creating a problem champion and then refusing to nerf it to try and save face.



Still looks better than reverting a change completely. Also that is Riot's decison on how to handle these kinds of things, I am just analyzing the reasoning behind it.

I am on a roll indeed.

http://www.reddit.com/r/leagueoflegends/comments/1xicc6/so_ive_been_reading_quite_a_bit_of_diana/cfbnb5e
Yes, yes you are.

e. Also, I only needed to search through(s3/4) till Akali till I found a modified change.
V3.5 (Balance Updates):
Shadow Dance
Essence of Shadow charge rate increased to 35/25/15 seconds from 25/20/15.
V3.7:
Shadow Dance
Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15.


So I missed some of the changes, ops.

The Diana thing, I don't know what to say. Her greatest weakness is her pre6. If she has R at level 1 she can:

1. If she lands Q on you pre 6 she will zone you for days.
2. Makes her jungle ridiculously overpowered.


Reddit kept saying a lot of champions can gapclose at level 1, but that does not mean giving Diana gap closer at level 1 is acceptable.

You also failed to take into acount the part in the OP where #s would be balanced to make up for the change.
1. As opposed to the being the champion that gets zoned till 6 in most of her matchups? Heaven forbid an assassin has a targeted gap closer that can be taken at level 1(Kat & Talon off the top of my head.)
2. Her ganks suck dick before 6. Her ganks would play out like Xin's pre 6 without the cc of a popup. At least this way she could actually do some damage.

You're right. The melee champion might actually auto attack somebody. Quelle horreur.



You are joking right? Do you know how much damage her passive + q + w can do? It is not even remotely comparable to Katarina and Talon.

To adjust her numbers accordingly is problematic. It is a vague defense to a bad solution. I can make practically any changes to any champion so long as I 'adjust numbers accordingly'. Her role is currently this awkward fighter tank assassin initiator and that is her core problem. Swapping her R and E causes too much stress to her other parts of the kit so by doing so you might as well remake her into a different champion.


At lvl3
Diana(P/Q/W)- 146(+1.9AP)
Katarina(Q/W/E)- 175(+1.25AP)(+.6BonusAD)
Talon-(P/Q/W/E)- ~153(+5.575BonusAD)

So, to review. Everybody gets 3 autos because Diana does. With 0 bonus AD, Diana needs 55 AP to edge Katarina out in raw damage. In the case of Talon we're gonna be nice and use ArPen marks, 1AD/2LS quints, and a Dshield start. Diana would need a ~3AP:1Bonus AD ratio to catch up in raw damage.

You greatly over-estimate Diana's early damage.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2014-02-10 16:16:18
February 10 2014 16:14 GMT
#4544
How key to zigg's waveclear was his e?

Is it still going to be impossible to siege him after he gets 1-2 items, or is there hope now.

edit: wasn't here also meant to be a dorans shield nerf in there? Or am I just overlooking it.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
February 10 2014 16:19 GMT
#4545
On February 11 2014 01:14 killerdog wrote:
How key to zigg's waveclear was his e?

Is it still going to be impossible to siege him after he gets 1-2 items, or is there hope now.

edit: wasn't here also meant to be a dorans shield nerf in there? Or am I just overlooking it.


That will be in PBE today but won't be in this patch.
https://twitter.com/SufficientStats
Kyrie
Profile Joined June 2013
1594 Posts
Last Edited: 2014-02-10 16:24:08
February 10 2014 16:19 GMT
#4546
On February 11 2014 00:44 GrandInquisitor wrote:
The patch notes don't load for me; can someone copy/paste?

full patch notes on reddit

full text:
+ Show Spoiler +
LoL Client Updates
The League of Legends ticker is an important communications tool for service status, so we’re upgrading it to deliver information better, faster and more clearly.
Upgraded the notification box to handle more service status messages while also providing more information where necessary We’re taking a closer look at game invites and making some general quality of life buffs when it comes to setting up premade games.
Updated the layout of the invite, start game, and quit buttons in the team invite lobbies for better clarity Since the Journal of Justice has been out of publication for a while now, we're removing its link from the client. While the JoJ will be missed, we're exploring future storytelling methods for League of Legends.
The lore tab (aka the feather) has been removed from the front of the LoL client
Leagues
Currently, the League system allows players to rapidly move up the ladder if they're playing at a high skill level. In some rare cases however, players were entering their promo series and facing off against unusually difficult opponents. We’re introducing a change that allows players to skip their promo series up to Platinum I if they continually play at a skill level a full tier higher than their current league placement.
Players who consistently win against opponents a full tier higher than their current placement will automatically skip their promotion series as they progress to the next division. Series skipping will be possible up to Platinum I.
We’re also making pick order more consistent in ranked play. In most cases the skill gap between players on a team is not significant enough to justify granting the top player first pick. Basing pick order on a behind-the-scenes number isn’t a great experience – not to mention there are some odd side effects for duo queue players – so we’re taking a different approach.
All players will now have an equal (random) chance of being first pick
For players in a duo, if either player is chosen as first pick, the team captain will be assigned first pick and the other member of the duo will get whatever position the captain received from the randomizer
Vision System
Improving the in-game vision system is on our current hit-list, so you will see more updates to the vision system in the future. Fixed a bug where units in the same brush would sometimes be invisible even if they were in your line of sight
General
We’re continually updating the visual fidelity of LoL across the board! In this patch, we’ve buffed up a few icons and spells.
Icon Updates
The following icons have been updated:
Soraka’s ability icons
Ashe’s ability icons
Particle Updates
The following summoner spells have been updated:
Flash (particles and sound)
Clairvoyance (particles and sound)
Ghost (particles)
Revive (particles)
Reworks
Xerath
Summary: Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details.
This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy.
General
Base mana changed to 238 (+47 per level) (from 250 (+45))
Base mana regen per 5 seconds changed to 6 (+0.65 per level) (from 7 (+0.6))
Attack range reduced to 525 (from 550)
Attack animation has been shortened slightly
PASSIVE – Mana Surge
Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level. Attacking an enemy champion restores double the amount of mana
Q – Arcanopulse
First cast: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling.
Second cast: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage
Cooldown: 9/8/7/6/5 seconds
Mana cost: 80/90/100/110/120
Range: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds
Xerath can hold a full range Arcanopulse for an additional 1.5 seconds While channeling this spell, Xerath gradually slows his movement speed by up to 50%
W – Eye of Destruction
Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10% Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead
Cooldown: 14/13/12/11/10 seconds
Mana cost: 70/80/90/100/110
Range: 1000
E – Shocking Orb
Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds The stun duration is based on how far the orb traveled
Cooldown: 18/16/14/12/10 seconds
Mana cost: 60/65/70/75/80
Range: 1000
R – Rite of the Arcane
Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used.
Cooldown: 130/115/100 seconds
Mana cost: 100 at all ranks
Range: 3200/4400/5600
Skarner
Summary: We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.
We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.
General
Base attack speed lowered by 1%
PASSIVE – Energize
Unchanged
Q - Crystal Slash
When a target is hit, Skarner gains an 8/10/12/14/16% attack speed buff that stacks up to 3 times No longer slows (moved to Fracture)
W – Exoskeleton
Cooldown reduced to 16 seconds (from 18)
Movement speed bonus increased to 16/20/24/28/32% (from 15/17/19/21/23%)
Movement speed bonus now ramps up over the first 3 seconds
Base shield and ability power ratio increased to 80/135/190/245/300 (0.8 ability power) (from 70/115/160/205/250 (0.6 ability power)) Attack speed bonus removed
E – Fracture
Cooldown increased to 14 seconds (from 10)
Targets hit are now slowed by 30/35/40/45/50% for 2.5 seconds
Missile range increased to 1000 (from 800)
Missile width reduced slightly
Missile speed lowered slightly
Heal mark removed
R – Impale
Impale now roots the target during the windup animation
Skarner will no longer prematurely celebrate with his catch lines ("NOW I’VE GOT YOU!") unless he has successfully grabbed a target
Champions
Ashe
Summary: We reduced Hawkshot’s cooldown at later levels and changed its bonus gold to 3 at all ranks. Basically, we wanted Hawkshot to feel more valuable at rank 1.
E – Hawkshot
Cooldown reduced to 60/55/50/45/40 (from 60 at all ranks)
Bonus gold on kill changed to 3 at all ranks (from 1/2/3/4/5)
Dr. Mundo
Summary: Mundo’s cleavers got skinnier.
Designers keep watch over Mundo with skinny cleaver change. Now Mundo get no corporate bonus for bad cleaver. This separate good Mundo from great Mundo.
Q - Infected Cleaver
Missile width reduced to 60 (from 80)
Evelynn
Summary: The closer Evelynn is to her target, the faster her Hate Spike projectile travels. We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal.
Q - Hate Spike
Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)
Kayle
Summary: We lowered Reckoning’s AP ratio while raising the AP ratio of Divine Blessing’s heal. We also added an AP ratio to Divine Blessing’s movement speed bonus and removed Intervention’s mana cost.
Once she gets ahead, Kayle's burst damage can be overwhelming to play against. While we're taking away some of Kayle's up-front burst, the utility scaling on Divine Blessing should help her and her team get INTO (and out of) THE FRAY.
Q – Reckoning
Ability power ratio reduced to 0.6 (from 1.0)
W - Divine Blessing
Heal ability power ratio increased to 0.45 (from 0.35)
Movement speed bonus now scales with ability power (+7% per 100 ability power)
R – Intervention
No longer has a mana cost (from 100/75/50)
Riven
Summary: We lowered Riven’s base health regen and increased the power of Valor’s shield.
We’re reinforcing one of Riven’s core philosophies: she's a champion who should rely on mitigating or avoiding damage to be successful. Enemies who harass Riven should feel rewarded for hitting her when her defenses are down, while Riven players can feel better about using her buffed shield to prevent that damage in the first place.
General
Base health regen per 5 reduced to 2.5 (from 5.5)
E – Valor
Shield increased to 90/120/150/180/210 (from 70/100/130/160/190)
Rumble
Summary: Flamespitter looks… okay.
Rumble now spits real flame instead of meatballs.
Q – Flamespitter
Spell effect has been updated
Thresh
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
General
Basic attack range reduced to 450 (from 475)
Yasuo
Summary: It now takes more movement to generate flow and Sweeping Blade gives less flow when Yasuo dashes. We also reduced Last Breath’s cast range.
We made some general quality of life changes to Yasuo in patch 4.1, but as players begin to master him, we’ve seen how strong he is when played to maximum effectiveness. We looked at areas where we could reduce some of that power without messing with his core playstyle. We were also unhappy with how Yasuo was using Last Breath to engage in fights by teleporting from thousands (and thousands) of miles away.
PASSIVE - Way of the Wanderer
Movement required to generate a unit of flow increased by 15%
Q - Steel Tempest
Now passively displays a range indicator around Yasuo when Steel Tempest's Whirlwind is available
E - Sweeping Blade
Now passively grants 3/6/9/12/15% of Yasuo's flow bar when he dashes (from 4/8/12/16/20%)
R - Last Breath
Reduced cast range to 1200 (from 1300)
Fixed a bug where Last Breath could sometimes be used beyond the maximum range
Ziggs
Summary: Hexplosive Minefield will deal less damage to minions as they hit successive mines. Short Fuse’s base damage and AP ratio were both reduced at lower levels.
Our changes to Ziggs in patch 3.13 turned him into monster when it comes to pushing and counterpushing. While we like the philosophy behind the change, Hexplosive Minefield is a little too good as a wave clear tool, letting Ziggs play passively without any repercussions. The Short Fuse change has a bunch of numbers, but the TL;DR is that it’s just a small nerf to Ziggs' early game harass.
PASSIVE - Short Fuse
Base damage changed to 20/24/28/32/36/40/48/56/64/72/80/88/100/112/124/136/148/160 | 20 +4 at levels 1-6 / +8 at levels 7-12 / +12 at levels 13-18
From 20/27/34/41/48/56/64/72/80/88/96/105/114/123/132/141/150/160 | 20 +7 at levels 1-5 / +8 at levels 6-11 / +9 at levels 12-17 / +10 at level 18
Ratio changed to 0.25 ability power at levels 1-6, 0.3 at levels 7-12 and 0.35 at levels 13-18 (from 0.35 at all levels)
E – Hexplosive Minefield
Minions now take 40% damage for each mine they hit beyond the first (from 100%)
Minor Changes & Bug Fixes
General
Removed legacy floating combat text
Added ticks to Vilemaw's health bar
Fixed a bug that stopped the HUD from scaling while the game was paused
Akali
R - Shadow Dance
Akali's Shadow Dance stacks can once again be seen in her buff bar
Elise
R - Spider Form
Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.
Maokai
R - Vengeful Maelstrom
Fixed a bug where bonus damage stored was lower than intended (now 25% higher)
Sona
E - Song of Celerity
Fixed a bug where the tooltip improperly showed Song of Celerity as having a .04 AP ratio for both effects - only the slow should have a .04 AP ratio
Fixed a bug where Song of Celerity was granting a weaker haste and slow than intended (was using a .01 AP ratio for the haste and a .02 ratio for the slow, is now correctly using the intended .02 AP ratio for the haste and a .04 ratio for the slow)
Teemo
Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
Yorick
Yorick's ghouls are no longer immune to slows (both Movement and Attack Speed)
Items
Statikk Shiv
Passive now only critically strikes when the associated attack critically strikes Warden’s Mail / Randuin’s Omen
UNIQUE Passive – Cold Steel
Fixed a bug where Annie’s Tibbers, Malzahar’s Voidlings and Elise’s Spiderlings were not being affected by the slow Vision Wards will now properly provide true sight to an enclosed area when placed in front (ie: dragon pit and Baron pit).
Vision Ward
Fixed a bug where Vision Wards weren't granting full true sight vision equal to their normal vision range
Masteries
Perseverance as a mastery is incredibly powerful in comparison to other equivalent masteries - particularly once you get your first big HP item - so we're bringing it more in line.
Perseverance (Defense)
Reduced to 0.35%/0.675%/1% of missing health every 5 seconds (from 0.7%/1.35%/2%)
Summoner's Rift
Back in Patch 4.1 we made this change to directly counter fast push strategies in competitive play. Reducing the timing to 8 minutes from permanent is more in line with what we wanted to accomplish, so we did just that.
Turrets
The duration of the flat damage reduction against champions for top and mid lane outer turrets now lasts 8 minutes instead of being permanent
Twisted Treeline
Kha’Zix (same changes that exist on the Crystal Scar) Q – Taste Their Fear
Isolation damage bonus reduced to 35% (from 45%)
Evolved Enlarged Claws
Missing health damage reduced to 6% (from 8%)


i had no idea last breath had 1300 range, that's nuts

also didn't realize patch notes had already been posted
M2
Profile Joined December 2002
Bulgaria4128 Posts
February 10 2014 16:28 GMT
#4547
Turrets
The duration of the flat damage reduction against champions for top and mid lane outer turrets now lasts 8 minutes instead of being permanent

starting from 0:00 or from 1:30?
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
Sponkz
Profile Joined May 2011
Denmark4564 Posts
February 10 2014 17:35 GMT
#4548
Thresh
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
General
Basic attack range reduced to 450 (from 475)


Thresh is gonna fall from his throne <3
hi
Gahlo
Profile Joined February 2010
United States35160 Posts
February 10 2014 17:48 GMT
#4549
On February 11 2014 02:35 Sponkz wrote:
Thresh
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
General
Basic attack range reduced to 450 (from 475)


Thresh is gonna fall from his throne <3

Into his gold lined tub.
killerdog
Profile Joined February 2010
Denmark6522 Posts
February 10 2014 18:05 GMT
#4550
On February 11 2014 02:48 Gahlo wrote:
Show nested quote +
On February 11 2014 02:35 Sponkz wrote:
Thresh
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
General
Basic attack range reduced to 450 (from 475)


Thresh is gonna fall from his throne <3

Into his gold lined tub.

There'll be at least a day of thresh's all cancelling their autos by accident for the first few minutes of the game.

worth
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2014-02-10 18:15:57
February 10 2014 18:14 GMT
#4551
Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design.
By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being.

That thresh change is going to be awesome tbh, going to match range on his flay now.
liftlift > tsm
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2014-02-10 18:16:42
February 10 2014 18:16 GMT
#4552
On February 11 2014 03:14 wei2coolman wrote:
Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design.
By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being.

Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
February 10 2014 18:17 GMT
#4553
On February 11 2014 02:35 Sponkz wrote:
Thresh
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
General
Basic attack range reduced to 450 (from 475)


Thresh is gonna fall from his throne <3


Seriously though. The only thing Tresh does not have is healing. This fucker got everything else a support may want in his kit.
https://twitter.com/SufficientStats
wei2coolman
Profile Joined November 2010
United States60033 Posts
February 10 2014 18:21 GMT
#4554
On February 11 2014 03:17 Sufficiency wrote:
Show nested quote +
On February 11 2014 02:35 Sponkz wrote:
Thresh
Thresh’s very long range basic attack is a powerful threat in lane, so this change introduces a little more vulnerability to his kit.
General
Basic attack range reduced to 450 (from 475)


Thresh is gonna fall from his throne <3


Seriously though. The only thing Tresh does not have is healing. This fucker got everything else a support may want in his kit.

Shield is purty good heal replacement too.
Though the thing that bugs me the most about thresh's kit is how strong his flay is. The lantern/hook interaction is interesting as it is, but how much power he gets off of his flay is pretty insane. The strong poke damage off of auto attacks, along with a huge aoe interrupt is pretty insane.
liftlift > tsm
YouGotNothin
Profile Blog Joined September 2010
United States907 Posts
Last Edited: 2014-02-10 18:24:37
February 10 2014 18:23 GMT
#4555
On February 11 2014 03:16 killerdog wrote:
Show nested quote +
On February 11 2014 03:14 wei2coolman wrote:
Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design.
By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being.

Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S


Speaking of inelegant, if you understand this the first time you read it props to you.

from the wiki on turret damage:

Penetrating Bullets
+30% Armor Penetration

Unique passive - Dodge Piercing : Turret attacks can not be dodged

Unique passive - Warming Up : Turrets gain 25% damage each time they strike a champion (Max 75% bonus damage). It should be noted that this passive is not champion-specific, meaning it keeps stacking even when switching between champions. In other words, it resets only when attacking a non-champion (pet, minion or monster).

Unique passive - Heated Up : After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage).

Both Warming Up and Heated Up bring a total of 105% damage on the first hit, then 125%, 150%, 175%, 200%, and up to a maximum of 225% on the sixth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. If a non-champion (pet, minion, monster, trap...) is hit, both passives reset and damage returns to 105%.
I got nothin'...
wei2coolman
Profile Joined November 2010
United States60033 Posts
February 10 2014 18:25 GMT
#4556
I think that alone pretty much sums up inelegant design.^
liftlift > tsm
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2014-02-10 18:26:12
February 10 2014 18:25 GMT
#4557
cept most of those have been there for ages since like season 1

there's nothing inherently wrong with it, if theres no better soluton
Gahlo
Profile Joined February 2010
United States35160 Posts
February 10 2014 18:27 GMT
#4558
On February 11 2014 03:23 YouGotNothin wrote:
Show nested quote +
On February 11 2014 03:16 killerdog wrote:
On February 11 2014 03:14 wei2coolman wrote:
Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design.
By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being.

Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S


Speaking of inelegant, if you understand this the first time you read it props to you.

from the wiki on turret damage:

Penetrating Bullets
+30% Armor Penetration

Unique passive - Dodge Piercing : Turret attacks can not be dodged

Unique passive - Warming Up : Turrets gain 25% damage each time they strike a champion (Max 75% bonus damage). It should be noted that this passive is not champion-specific, meaning it keeps stacking even when switching between champions. In other words, it resets only when attacking a non-champion (pet, minion or monster).

Unique passive - Heated Up : After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage).

Both Warming Up and Heated Up bring a total of 105% damage on the first hit, then 125%, 150%, 175%, 200%, and up to a maximum of 225% on the sixth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. If a non-champion (pet, minion, monster, trap...) is hit, both passives reset and damage returns to 105%.

Last I recall, they made those properties items on turrets, so it's pretty transparent.
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2014-02-10 18:31:39
February 10 2014 18:30 GMT
#4559
On February 11 2014 03:25 Slayer91 wrote:
cept most of those have been there for ages since like season 1

there's nothing inherently wrong with it, if theres no better soluton

yeah, it's still pretty inelegant, it takes hundreds of games to feel out the tower damage (especially since runes make such a huge impact to it). I'm pretty sure there are better ways of doing tower damage that accomplishes the same goal.

On February 11 2014 03:27 Gahlo wrote:
Show nested quote +
On February 11 2014 03:23 YouGotNothin wrote:
On February 11 2014 03:16 killerdog wrote:
On February 11 2014 03:14 wei2coolman wrote:
Changing turrets again? more convoluted changes? Riot seriously needs a lesson in elegant game design.
By season 6, there's going to end up being 10 conditional rules in regards to how tanky towers end up being.

Don't turrets already have like 10 rules about their damage/defense, it is getting a bit silly :S


Speaking of inelegant, if you understand this the first time you read it props to you.

from the wiki on turret damage:

Penetrating Bullets
+30% Armor Penetration

Unique passive - Dodge Piercing : Turret attacks can not be dodged

Unique passive - Warming Up : Turrets gain 25% damage each time they strike a champion (Max 75% bonus damage). It should be noted that this passive is not champion-specific, meaning it keeps stacking even when switching between champions. In other words, it resets only when attacking a non-champion (pet, minion or monster).

Unique passive - Heated Up : After the turret is fully heated, consecutive attacks against the same champion deal 25% additional damage (Max 50% bonus damage).

Both Warming Up and Heated Up bring a total of 105% damage on the first hit, then 125%, 150%, 175%, 200%, and up to a maximum of 225% on the sixth hit and beyond. If the turret attacks another champion, only Heated Up stacks will be reset, and the damage will stay at 175%. If a non-champion (pet, minion, monster, trap...) is hit, both passives reset and damage returns to 105%.

Last I recall, they made those properties items on turrets, so it's pretty transparent.

Transparency has nothing to do with elegant game design
liftlift > tsm
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2014-02-10 18:33:15
February 10 2014 18:32 GMT
#4560
well if they are found riot can implement them
elegance is an ideal, not necessarily the best thing. Kung fu is elegant, but MMA is just huge dudes tackling each other and wrestling most of the time.
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