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[Patch 4.4] CUDDLY INCOMING! ヽ(*・ω・)ノ

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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
March 17 2014 20:46 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.

There is no new champion this patch.

Patch 4.4: Live on Mar. 17th, 2014
+ Show Spoiler [Patch Notes] +





Kassadin



Old Kassadin's combination of high mobility, strong disables and high burst damage left his victims with very few to no options against him (other than banning him in every single ranked game), especially when he snowballed ahead. Our focus here is to introduce more counterplay to Kassadin's kit, something we couldn't do with number tweaks alone. For example, lowering Kass's damage doesn't make for an interesting gameplay interaction (it just means you can turn around and smash him in the face if you survive the burst), while increasing his cooldowns means he just needs to wait longer before blowing somebody up.



In the end, we opted for a full-on kit rework to reinforce his core theme as an anti-magic assassin with unrivaled mobility. These changes mean Kassadin must rely on his mobility to pick fights while finding opportunities to dive in and out of combat to take out targets. It's worth stressing: these changes are to make Kassadin less of a "blow someone up when you can" champion and more of a mobile attacker who wants to get in to fight while using Riftwalk to stay safe. Obviously, this is a significant change, so we'll be watching his performance very closely.



We've increased Kassadin's attack range and changed his passive so it no longer grants attack speed but avoids unit collision. We reduced Null Sphere's damage and pulled off the silence, although it will still interrupt channeled abilities. Instead, Null Sphere now grants Kassadin a shield on use. Nether Blade now passively deals bonus magic damage per autoattack and, when activated, deals higher bonus magic damage as well as restoring some of Kassadin's missing mana. No big changes to Force Pulse though we did reduce its damage a bit. Riftwalk, on the other hand, has a lot of changes. We've reduced its cooldown and it now scales with max mana instead of AP. Each stack now doubles the mana cost of the next Riftwalk but we reduced the mana cost and the number of max stacks to compensate. It also no longer refunds mana on hitting enemy champs.



General




Visuals Kassadin's particles have been updated!


Attack Range 125 ⇒ 150


Passive - Void Stone




newUtility Kassadin now additionally ignores unit collision


Attack Speed Bonus Bonus attack speed per magic damage reduced ⇒ No longer grants attack speed


Q - Null Sphere




newUtility Now additionally grants Kassadin a shield for 1.5 seconds that 40/70/100/130/160(+0.3 Ability Power) magic damage


newUtility Silences the target ⇒ No longer silences, instead it interrupts channel spells


Damage 80/110/140/170/200 (+0.7 ability power) ⇒ 80/105/130/155/180 (+0.7 ability power)


newW - Nether Blade




Passive Kassadin's basic attacks draw energy from the void, dealing 20 (+0.1 ability power) bonus magic damage.


Active Kassadin charges his Nether Blade, causing his next basic attack to deal 40/65/90/115/140 (+0.6 ability power) bonus magic damage and restore 4/5/6/7/8% of his missing mana (increases to 20/25/30/35/40% against champions).


Cooldown 6 seconds


Mana Cost No cost


Utility Resets Kassadin's basic attack timer on activation


E - Force Pulse




Damage 80/120/160/200/240 (+0.7 ability power) ⇒ 80/105/130/155/180 (+0.7 ability power)


R - Riftwalk




newDamage 80/100/120 (+0.8 ability power) ⇒ 80/100/120 (+2% maximum mana)


newStacking Damage 50/55/60 (+0.1 ability power) per stack ⇒ 40/50/60 (+1% maximum mana) per stack


newRiftwalk Stacks Costs +100 mana per stack ⇒ Now doubles its mana cost per stack


newUtility Refunds mana on hitting enemy champions ⇒ No longer refunds mana on hitting enemy champions


Cooldown 7/6/5 seconds ⇒ 7/5/3 seconds


Mana Cost 100 ⇒ 75


Maximum Stacks 10 ⇒ 4


Stack Duration 8 seconds ⇒ 12 seconds





Back to top




Champions







Annie



We like Annie's versatility, but some of her base damage is too high for how she's currently being used. Our goal is to introduce more interesting choices in Annie's kit (particularly on that Disintegrate buff) as we looked for ways to buff her late game scaling when she builds more traditional AP items.



We've reduced Disintegrate's cooldown by half on any kill (champion or minion). We've also fiddled with Incinerate and Tibbers so they do less base damage but scale better with AP.



Q - Disintegrate




newUtility Reduces cooldown by half on all kills (champion or minion)


Base Damage 85/125/165/205/245 ⇒ 80/115/150/185/220


Ability Power Ratio 0.7 ⇒ 0.8


W - Incinerate




Base Damage 80/130/180/230/280 ⇒ 70/115/160/205/250


Ability Power Ratio 0.75 ⇒ 0.85


R - Summon: Tibbers




Base Damage 200/325/450 ⇒ 175/300/425


Ability Power Ratio 0.7 ⇒ 0.8









Diana



The Lich Bane changes affect Diana pretty hard, so we're tweaking her numbers a little to make sure she still packs a punch.



More on Lich Bane below.



Passive - Moonsilver Blade




Ability Power Ratio 0.6 ⇒ 0.8









Elise



Reiterating what was mentioned in the foreword of the patch notes, we like champions that have different strengths and weaknesses at various points in the game, but jungle Elise was an extreme outlier with her super strong spider-of-all-trades early game. This is definitely a nerf, but we'll keep an eye on Elise as she adjusts.



We lowered Neurotoxin/Venomous Bite's damage versus monsters while making Cocoon's stun shorter at early levels and higher at later levels. We also shortened the cooldown of Rappel and lowered spiderling health at early levels but raised it at higher levels.



Q - Neurotoxin




Base Damage 40/80/120/160/200 ⇒ 40/75/110/145/180


Maximum % health damage vs. monsters 60/120/180/240/300 ⇒ 50/75/100/125/150


Q - Venomous Bite




Base Damage 60/110/160/210/260 ⇒ 60/100/140/180/220


Maximum % health damage vs. monsters 60/120/180/240/300 ⇒ 50/75/100/125/150



E - Cocoon




Stun duration 1.5 seconds ⇒ 1/1.25/1.5/1.75/2 seconds


E - Rappel




Cooldown 26/24/22/20/18 seconds ⇒ 26/23/20/17/14 seconds


R - Spider Form




Spiderling Health (Rough Values) 90~260 ⇒ 85~390


Spiderling Health (Real Values)

90/100/110/120/130/140/150/160/170/180/190/200/210/ 220/230/240/250/260
⇒ 85/95/105/115/125/135/145/160/175/190/210/230/250/ 275/300/325/355/390








Ezreal



We saw the Lich Bane changes as an easy opportunity to preserve the AP Ezreal off-build without jeopardizing the health / balance of his primary build.



More on Lich Bane below.



Q - Mystic Shot




Ability Power Ratio 0.20 ⇒ 0.40









Fizz



Lich Bane's a pretty key item for Fizz, so we're giving the little fish dude a buff to compensate for the item change.



More on Lich Bane below.



W - Seastone Trident




Active Ability Power Ratio 0.15 ⇒ 0.25









Heimerdinger



We've been paying close attention to Heimerdinger since his kit rework and felt he could use a little more late game help. Turret basic attacks deal a hell of a lot more damage than people realize, so we're tying their power in with the “flashier” big sister: The Beam. This way, Heimerdinger must position his turrets for maximum effectiveness on both attacks (basics and beams).



Heimer's got a visual update! We bumped up Heimer's move speed and made some changes to his turrets. Turret health now scales with AP and champion levels, and turret basic attacks now reduce the cooldown of turret beams instead of CDR. Also, turrets are now a little worse at last hitting minions unless Heimer orders them to attack specific ones.



General




Heimerdinger has received a visual update, including one hell of a haircut! Check out the full details here.



Base Movement Speed 335 ⇒ 340


Q - H-28G Evolution Turret




newUtility Heimerdinger now spawns with maximum ammo count


newUtility Turret Health now scales with Ability Power at a ratio based on level (flat 0.05 Ability Power ratio from levels 1-8, increases by 0.035 per level from levels 9-18 ending at 0.40 at level 18)


newUtility Turret basic attacks now restore 1/2/3/4/5% Beam charge


newUtility Cooldown reduction modifies beam cooldown ⇒ Cooldown reduction no longer modifies Beam cooldown


Smarts Turret AI is less reliable at last-hitting minions unless Heimer himself has ordered the Turret by attacking that minion









Kog'Maw



Late game, Caustic Spittle's lower cast range often clashed with Kog's Bio-Arcane Barrage empowered attack range, so we're clarifying Kog'Maw's role as an artillery-lobbing, tank-shredding, spittle-spitting, purple people-eating, puppy-monster… thing.



Caustic Spittle is now a straight line skill shot with a longer range. It has a higher base damage and now shreds the target's armor and magic resistance.



Q - Caustic Spittle




newUtility Targeted ability ⇒ Now a straight line skill shot


newArmor and Magic Resistance Shred Flat 5/10/15/20/25 ⇒ 20/22/24/26/28%


Range 625 ⇒ 1000


Base Damage 60/110/160/210/260 ⇒ 80/130/180/230/280


Ability Power Ratio 0.7 ⇒ 0.5


W - Bio-Arcane Barrage




newMana Cost 50 ⇒ Now has no mana cost


R - Living Artillery




BUGFIX Fixed tooltip to reflect that only the base damage is amplified versus champions









Nautilus



We're giving Nautilus some love so he can be a little safer in the jungle while scaling better into the late game (particularly with his slow early game).



W - Titan's Wrath




Cooldown 22/21/20/19/18 seconds ⇒ 18 seconds at all ranks


Bonus Health Ratio 10% ⇒ 15%









Sivir



Continuing our Sivir watch since her rework. These nerfs mean Sivir can't create an unhealthy lane by auto-pushing her opponents to the tower without interacting with them. The higher mana costs combined with a buffed mana restore on Spell Shield means Sivir needs to take more risks to keep using her abilities.



Q - Boomerang Blade




Damage loss per enemy hit 10% ⇒ 15% (still a minimum of 40% damage)


W - Ricochet




Mana Cost 40 ⇒ 60


E - Spell Shield




Mana Restore 60/75/90/105/120 ⇒ 80/95/110/125/140









Skarner



We said we'd monitor Skarner after his changes, and we're continuing to do so. The buffs in patch 4.3 were a good direction but it looks like Skarner could use a little more reliability.



E - Fracture




Missile Width 60 ⇒ 70


Missile Speed 1400 ⇒ 1500









Thresh



8 seconds is really all the time a soul needs before it realizes it can escape from Thresh. The shorter window to pick up souls means Thresh will have to take more risks as he tries to collect distant souls.



Passive - Damnation




Soul Despawn Rate 15 seconds ⇒ 8 seconds









Tristana



Using Rapid Fire is about timing and opportunity (not mana costs!), so we're clarifying its use.



Q - Rapid Fire




newMana Cost 50 ⇒ Now has no mana cost









Twisted Fate



Twisted Fate was another Lich Bane fan who relied on its extra damage to stay strong. Now that we've knocked Lich Bane down a few notches, we're giving the Card Master a couple buffs to keep him happy.



More on Lich Bane below.



W - Pick A Card




Ability Power Ratio 0.4 ⇒ 0.5


E - Stacked Deck




Ability Power Ratio 0.4 ⇒ 0.5









Vi



Vi deals a lot of damage when building tanky and we want to incentivize her to go back to what she does best: punching things. The change to Assault and Battery gives a little more breathing room for her opponents between her oppressive early ganks while also giving foes more opportunities to capitalize on poorly planned ults.



Vault Breaker has a lower base damage now but scales better with AD. We also raised Assault and Battery's cooldown at early ranks and reduced the knockback duration and distance to secondary targets.



Q - Vault Breaker




Minimum damage 50/80/110/140/170 (+.7 Bonus Attack Damage) ⇒ 50/75/100/125/150 (+.8 Bonus Attack Damage)


Maximum damage 100/160/220/280/340 (+1.4 Bonus Attack Damage) ⇒ 100/150/200/250/300 (+1.6 Bonus Attack Damage)


R - Assault and Battery




Cooldown 130/105/80 seconds ⇒ 150/115/80 seconds


Knockback duration on secondary targets 0.5 seconds ⇒ 0.25 seconds


Knockback distance on secondary targets 350 ⇒ 250





Back to top




Minor Changes & Bug Fixes







Font Updates



We're switching our loading screen and in-game announcer fonts to a better recognized, stable font.



We changed the loading screen and in-game announcer fonts!










Recall



Attacks and damaging spells that hit a shielded target will now cancel a recall cast in progress, even if the shield is not broken by the incoming damage










Jungle



We've gussied up the health restoration particle you get when you kill large jungle monsters. Now comes with 100% extra swirl










Fiora



R - Blade Waltz




Bugfix Fixed a bug where Fiora would occasionally be locked out of using Flash if Blade Waltz was interrupted









Karthus



We fixed a bug that caused Karthus to lose certain item buffs for varying amounts of time when he became a spirit. We'll keep an eye on Karthus after this patch as this fix is a significant buff to his damage while in his undead-er form.



Passive - Death Defied




Bugfix Fixed a bug that was causing Karthus to lose the multipliers on Deathcap, Last Whisper, and Void Staff for varying amounts of time after becoming a zombie









LeBlanc



E - Ethereal Chains




Bugfix Fixed a bug where Ethereal Chains could still root an enemy even if LeBlanc was out of range when the secondary effect procced









Lux



We're updating Final Spark's targeting indicator so players who use quick cast can see the range of the spell easier.



R - Final Spark




newUtility Now displays a targeting circle when highlighting the ability









Quinn



With this change you'll still have to figure out what Valor likes to do, but at least you'll know when he's taking a break and won't help you out on his own.



Passive - Harrier




Utility Now displays as 'on cooldown' when Valor is unable to mark a target on his own due to recently marking a target









Udyr



E - Bear Stance




Bugfix Fixed a tooltip bug to reflect that Udyr can stun the same target once every 5 seconds, not 6









Yorick



We fixed a bug that caused Yorick's Omen of Death'd target (well that's awkward to write) to lose certain item buffs for varying amounts of time when they became a zombie. We'll be watching Yorick after this patch as this fix is a significant buff to Omen of Death.



Q - Omen of War




Bugfix Fixed a bug where Yorick could permanently ignore unit collision after casting Omen of War.


R - Omen of Death




Bugfix Fixed a bug that was causing Omen of Death's target to lose the multipliers on Deathcap, Last Whisper, and Void Staff for varying amounts of time after becoming a zombie.





Back to top




Items







Lich Bane



Historically we've run into a lot of problems with champions who use Lich Bane because of its high-power AP burst, so we're taking a look at the item itself. Lich Bane is designed to be a damage supplement for AP champs that incorporate basic attacks into their spell rotations, unlike Deathfire Grasp which is for champions who want to optimize their burst damage. This adjustment lets us take a look at champions who traditionally depend on Lich Bane for their damage output. We've given a bit of power back to Diana, Ezreal, Fizz and Twisted Fate for now and we'll keep a close eye on the state of the game after this change to see if we need to help out anyone else.



We're lowering Lich Bane's damage.



Empowered Damage Deals 50 (+0.75 ability power) magic damage ⇒ Deals 75% Base AD (+0.5 Ability Power) magic damage









Trinkets (Warding Totem, Sweeping Lens, Scrying Orb)



A lot of players were relying on the early Warding Totem to protect standard invade paths, which ended up preventing meaningful aggression. We like that invading can be a team strategy, so we're hoping this helps out. Plus, lowering the swap cooldown for trinkets should allow for more flexibility.



Start Cooldown (for all trinkets) 90 seconds ⇒ 120 seconds


Swap Cooldown (for all trinkets) 180 seconds ⇒ 120 seconds









Wriggle's Line



We're currently working on the Wriggle's line of items and, in patch 4.5, we'll be introducing an "evolution" to Wriggle's Lantern where it transforms into a more powerful item called Feral Flare when you accumulate a large number of monster kills. Once again, that item will hit in 4.5 but you can play with the minor Madred's and Wriggle's changes for now.



The specific goal here is to fill in the “missing link” of jungle items for basic attack reliant champions. We really want to give 'carry' junglers an item that focuses on a weaker early game for mid to late game payoffs.



Madred's Razors now gives attack speed rather than armor. Wriggle's Lantern now gives attack damage and a little more attack speed rather than armor and attack speed.










Madred's Razors



newRecipe Cloth Armor + Hunter's Machete + 100 gold (total cost 700g) ⇒ Dagger + Hunter's Machete + 50g (total cost 750g)


newAttack Speed +15% Attack Speed


Armor +20 Armor ⇒ Removed


Passive Maim Basic attacks deal 60 bonus magic damage and restore 5 health on hit versus monsters ⇒ Basic attacks deal 60 bonus magic damage and restore 8 health on hit versus monsters









Wriggle's Lantern



newRecipe Madred's Razors + Dagger + Dagger + 150 gold (total cost 1650 gold) ⇒ Madred's Razors + Long Sword + Dagger + 140 gold (total cost 1650 gold)


newAttack damage +12 attack damage


Attack speed 25% ⇒ 30%


Armor +20 Armor ⇒ Removed



Passive gold bonus 40% increased gold from monsters ⇒ 30% increased gold from monsters


Passive Maim (Unchanged) Basic attacks against monsters deal 100 bonus magic damage and restore 10 health.


Active (Unchanged) Places a stealth ward that lasts 180 seconds (cooldown: 180 seconds)




Back to top




Summoner Spells







Teleport



We like the offensive pressure that comes from taking Teleport, but its defensive use (ie: lane recovery or base protection) could use some love.



newUtility Teleporting to an allied turret reduces the cooldown of Teleport by 100 seconds (total 200 second cooldown. 300 seconds if Teleport is used on an object.).


Cancellation Penalty Cancelling a Teleport in progress reduces the cooldown of Teleport to 150 seconds ⇒ 200 seconds









Graphical Updates



We're continuing along our goal of making gameplay more readable, satisfying, and visceral. Also pretty.


  • Barrier particles and sound effects updated

  • Heal particles and sound effects updated

  • Teleport particles and sound effects updated

  • Ignite particles updated

  • Ghost sound effects updated

  • Screenshots in the spells tab of your profile have been updated according to recent changes.





Back to top





Twisted Treeline







Renekton



The crocodile can be pretty overwhelming in a 3s match, so we're taking a little power off.



R - Dominus




Bonus Health 300/450/600 ⇒ 200/350/500


Damage per second 40/70/100 ⇒ 30/60/90









Syndra



As a zone control mage, Syndra was designed and balanced to fend off 5 attackers, but she can be oppressive in 3v3 matches.



E - Scatter the Weak




Cooldown 18/16.5/15/13.5/12 seconds ⇒ 20/18.5/17/15.5/14


R - Unleashed Power




Cooldown 100/90/80 seconds ⇒ 120/105/90





Back to top





Crystal Scar







Talon



Talon's invisibility is really strong on wardless maps, so we're upping the cooldown a bit to compensate. We're also lowering his mid/late game burst because really, it's too damn high.



Q - Noxian Diplomacy




Base Damage 30/60/90/120/150 ⇒ 30/55/80/105/130


R - Shadow Assault




Cooldown 75/65/55 seconds ⇒ 85/75/65 seconds









Thresh



Thresh's soul pickup rate on Dominion is pretty low in comparison to SR, which leaves him lackluster in the stats department. So, we're giving him some help to hit parity with other tanks and supports.



Passive - Damnation




Gains per Soul Collected 1 soul = 1 stack ⇒ 1 soul = 4 stacks


R - The Box




Cooldown 150/140/130 seconds ⇒ 120/110/100






+ Show Spoiler [Previous GD Threads & Patch Notes] +
Vel'Koz General Discussion
Xerath/Skarner General Discussion
Season 4 General Discussion
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
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2014-03-17 20:48:31
March 17 2014 20:46 GMT
#2
I wonder what the "discussion" on power curves will actually be, because the easiest way to prevent games being decided by champion power curves in pick/ban (if that was a thing), is to diversify items.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
739
Profile Blog Joined May 2009
Bearded Elder29903 Posts
March 17 2014 20:47 GMT
#3
Lichbane changes - ney
Nautilus buff - yey
WriterSalty oldboy that loves memes | One and only back-to-back Liquibet Winner
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2014-03-17 20:52:21
March 17 2014 20:49 GMT
#4
I really like this patch for the most part, I'm really glad they nerfed lulu in a way that won't crush her support role (lichbane) and I've thought the item was a problem for a long time so thats cool, I am a little worried about LeBlanc now, not that I think she's crazy OP but she can go even vs. her "worst" match ups

(altho the annie scaling buffs make her a pretty smart option I still feel like you might end up with the short end of that stick late game)

I'm sad they had to change Kassadin to stop him from bieng op, but I was also getting bored with his role in the drafting phase.
Carrilord has arrived.
Doctorbeat
Profile Joined May 2011
Netherlands13241 Posts
March 17 2014 20:49 GMT
#5
Riot can you please stop taking away the strengths of champions? Kassa's silence was like the only thing that kept him alive in pre-6 laning. Yeah he was broken, but that's because you never allowed for counterplay. Buff champions with suppression and boom you have yourself a Kassadin with counterplay.
- TEAM LIQUID - doctorbeat on LoL
Kupon3ss
Profile Joined May 2008
時の回廊10066 Posts
Last Edited: 2014-03-17 20:51:10
March 17 2014 20:50 GMT
#6
RIP Non-homogeneous power curves, hope it doesn't become an ongoing thing Riot tries to stamp out like 2v1 lanes
When in doubt, just believe in yourself and press buttons
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2014-03-17 20:54:25
March 17 2014 20:52 GMT
#7
On March 18 2014 05:49 Doctorbeat wrote:
Riot can you please stop taking away the strengths of champions? Kassa's silence was like the only thing that kept him alive in pre-6 laning. Yeah he was broken, but that's because you never allowed for counterplay. Buff champions with suppression and boom you have yourself a Kassadin with counterplay.


I always thought Kassadin's strength was he had a flash on a sub-10 sec c/d that did damage post level 6? Tbh imo that silence was stupid, I am glad to see it gone.

So on a scale of "0" to "never" how much do you think we will see Skarner with these MASSIVE buffs he got this patch?
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Gahlo
Profile Joined February 2010
United States35130 Posts
March 17 2014 20:52 GMT
#8
@diamond about the TTGL/Rumble confusion. Gurren Lagann is 1 robot made of two, Gurren and Lagann. Kind of like a discount megazord.

This is the Lagann and can be made very "Rumble" ish.
+ Show Spoiler +
[image loading]
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2014-03-17 20:54:03
March 17 2014 20:52 GMT
#9
wonder if they will jsut keep nerfing fighter junglers so we will be back to s2 meta with everyone playing tank and farm entire game, then complain how jungling is boring and cant carry
Diamond
Profile Blog Joined May 2009
United States10796 Posts
March 17 2014 20:55 GMT
#10
On March 18 2014 05:52 kongoline wrote:
wonder if they will jsut keep nerfing fighter junglers so we will be back to s2 meta with everyone playing tank and farm entire game, then complain how jungling is boring and cant carry


Uh..... farming in S2? What? You have away your entire jungle at like 4 minutes into the game and NEVER farmed... You were an oracles on wheels.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Diamond
Profile Blog Joined May 2009
United States10796 Posts
March 17 2014 20:55 GMT
#11
On March 18 2014 05:52 Gahlo wrote:
@diamond about the TTGL/Rumble confusion. Gurren Lagann is 1 robot made of two, Gurren and Lagann. Kind of like a discount megazord.

This is the Lagann and can be made very "Rumble" ish.
+ Show Spoiler +
[image loading]


Got it, and thank you so much for the info! As a non TTGL fan I still think that looks horrible, but again I never watched the show.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Doctorbeat
Profile Joined May 2011
Netherlands13241 Posts
March 17 2014 20:56 GMT
#12
On March 18 2014 05:55 Diamond wrote:
Show nested quote +
On March 18 2014 05:52 kongoline wrote:
wonder if they will jsut keep nerfing fighter junglers so we will be back to s2 meta with everyone playing tank and farm entire game, then complain how jungling is boring and cant carry


Uh..... farming in S2? What? You have away your entire jungle at like 4 minutes into the game and NEVER farmed... You were an oracles on wheels.


RIP Maokai
- TEAM LIQUID - doctorbeat on LoL
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
March 17 2014 20:56 GMT
#13
I'll take any impetus that gets me to play Naut again. Best Skin Game.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Diamond
Profile Blog Joined May 2009
United States10796 Posts
March 17 2014 20:58 GMT
#14
Wonder how Naut does with 21/9/0 masteries and 5% cdr blues in this season? Having Titan's Wrath on a 16 or so sec c/d (with 5% from masteries) might be pretty badass actually.

And I say 21/9/0 because right now like no good jungle champ uses 9/21/0 or 0/21/9 anymore that I can think of.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
March 17 2014 21:02 GMT
#15
If they don't like Sivir autopushing waves, what stops Tristana from spamming Q in lane for some AS steroid and pushing with E? Lategame Q has never been mana gated anyways.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
LoCicero
Profile Joined August 2010
1100 Posts
March 17 2014 21:08 GMT
#16
Anyone gotten this problem before and know how to fix it? It seems my launcher refuses to update.

[image loading]
Harem
Profile Joined November 2007
United States11390 Posts
Last Edited: 2014-03-17 21:10:38
March 17 2014 21:08 GMT
#17
On March 18 2014 05:58 Diamond wrote:
Wonder how Naut does with 21/9/0 masteries and 5% cdr blues in this season? Having Titan's Wrath on a 16 or so sec c/d (with 5% from masteries) might be pretty badass actually.

And I say 21/9/0 because right now like no good jungle champ uses 9/21/0 or 0/21/9 anymore that I can think of.

Amumu uses 0/21/9.

Edit: Locicero, type thereisnourflevel into client and it works.
Moderator。◕‿◕。
TheYango
Profile Joined September 2008
United States47024 Posts
March 17 2014 21:10 GMT
#18
On March 18 2014 06:08 LoCicero wrote:
Anyone gotten this problem before and know how to fix it? It seems my launcher refuses to update.

[image loading]

The secret code still works.

+ Show Spoiler +
thereisnourflevel
Moderator
IMoperator
Profile Joined October 2011
4476 Posts
Last Edited: 2014-03-17 21:11:09
March 17 2014 21:10 GMT
#19
On March 18 2014 06:08 LoCicero wrote:
Anyone gotten this problem before and know how to fix it? It seems my launcher refuses to update.

[image loading]

click on the blue square area next to play and type thereisnourflevel
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
Last Edited: 2014-03-17 21:11:42
March 17 2014 21:11 GMT
#20
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