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[Patch 4.7] Braum General Discussion

Forum Index > LoL General
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Updated TL LoL policy in regards to the use of "lomo"

In regards to theorycrafting and hyperbole, please have firsthand experience of the scenario before giving your input

Future of TL LoL, post Liquid`Dota standalone site
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
Last Edited: 2014-05-07 20:50:17
May 07 2014 20:49 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)
  • Unjustified game theory
  • lomo

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.

Braum, the Heart of the Freljord, will be released a bit later during Patch 4.7

Patch 4.6: Live on April 22nd, 2014
+ Show Spoiler [Patch Notes] +

Gragas



Graggy and his barrels have hit the gym. Barrel Roll grants vision (don't ask how that relates to going to the gym), and Gragas can throw his Explosive Cask further.



Pre-update, Gragas liked his R and Q more for their target erasing potential than their utility and displacement. Now that Graggy isn't one-shotting entire teams with barrels, we can buff up his other strengths to emphasize his barrel-throwing play-making power.



Q - Barrel Roll


newUTILITY
Grants vision after it reaches its destination

CLARITY
Reduced size of cast indicator to better represent the actual radius



W - Drunken Rage


BUGFIX
Buff no longer consumed on hitting a ward



R - Explosive Cask


RANGE
1050
⇒
1150

CLARITY
Reduced size of cast indicator to better represent the actual radius




Jarvan IV



Martial Cadence now deals more damage, but the cooldown starts out higher and scales down over time. Golden Aegis costs less mana and is a flat cost across all ranks.



In the foreword of patch 4.6 we spoke about the challenges of creating a healthy top lane, and one option we're pursuing is to make teamplay-oriented champions more competitive in the current landscape. Specifically for Jarvan IV: even if he's behind he can still provide a lot of value via Cataclysm, and this gives him more incentive to help out in fights rather than farming minions in isolation. These changes are to give him that extra bump he needs in the early game to keep up.



Passive - Martial Cadence


DAMAGE
6/8/10% (at levels 1/7/13)
⇒
10% at all levels

SAME-TARGET COOLDOWN
6 seconds at all levels
⇒
10/8/6 seconds (at levels 1/7/13)



W - Golden Aegis


COST
45/50/55/60/65 mana
⇒
30 mana at all ranks



Kassadin



Up front: We overshot the Kassadin buffs last patch. Specifically, making Kassadin's magic shield stronger ended up making him a little too stifling against a majority of mid lane champions which, in turn, amps up his already strong snowballing power. On that note, while the concept of a magic shield has a strong connection to Kassadin's thematic and strategic niche, we're still examining a way to balance between thematic cohesion and raw champion strength.



Q - Null Sphere


MAGIC SHIELD
40/80/120/160/200 (+0.8 ability power)
⇒
40/70/100/130/160 (+0.3 ability power)



Kha'Zix



Targets now need to be further away from each other to be considered 'isolated' for Kha'Zix's damage amplification. Turrets now count as friendlies when it comes to preventing isolation. Kha'Zix now needs to wait a bit longer before re-entering stealth via his R.



As an assassin, Kha'Zix should be looking for windows of opportunity (or should be relying on his teammates to create those windows) to engage. Instead, Kha'Zix has so much raw power that he's simply forcing engagements and kills on his own. When assassins can start and end a fight without support, that typically points to an overall lack of tactical weaknesses (which champions need to have in order to maintain meaningful counterplay). These changes are to offer more windows of opportunity against Kha'Zix and should make him think twice before going all-in, but this will be an ongoing project as we examine Kha'Zix's core role and strengths.



Q - Taste Their Fear / Evolved Enlarged Claws


ISOLATION RADIUS
350 units from nearest ally
⇒
500 units from nearest ally

newGAMEPLAY
Turrets now count as allies when determining whether a target is isolated



R - Void Assault / Evolved Active Camouflage


STEALTH RECAST
1 second between stealth casts
⇒
2 seconds between stealth casts



Lissandra



For Lissandra's birthday, we're giving her a more reliable Frozen Tomb!



R - Frozen Tomb


newUTILITY
Now stops enemy champion's movement immediately on application of stun (dashes, jumps, etc will be halted)

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



Malphite



Granite Shield now recharges faster at later levels, and Brutal Strikes costs a low amount of mana at all levels.



We like how Malphite's Granite Shield works for the early laning phase, but it has trouble scaling into the rest of the game. Brutal Strikes was designed to help Malphite trade damage when he's in someone's face, but its higher mana costs weren't allowing it. Similar to Jarvan, Malphite offers a lot of unique team-focused wombo combo power even when he's behind, so we're also giving him some help to compete.



Passive - Granite Shield


RECHARGE RATE
10 seconds at all levels
⇒
10/8/6 seconds (at levels 1/7/13)



W - Brutal Strikes


COST
50/55/60/65/70 mana
⇒
25 mana



Miss Fortune



More like Mage Fortune amirite?



We saw a unique opportunity to support Miss Fortune's off-builds without impacting her game health and play patterns. This is a fancy way of saying we added AP ratios to Double Up.



Q - Double Up


newAP RATIO ON 1ST TARGET HIT
0.35

newAP RATIO ON 2ND TARGET HIT
0.50




Back to top


Minor Changes & Bug Fixes


General


BUGFIX
Fixed a number of graphical issues affecting older video cards

BUGFIX
Fixed a bug where ward-jumping abilities (ex. Lee Sin's Safeguard) would sometimes go on cooldown when attempting (and failing) to jump over walls to wards outside the ability's max range



Fizz




E - Playful / Trickster


BUGFIX
Fixed some cases where Fizz could be stunned or rooted while on his troll pole



Kog'Maw




R - Living Artillery


newUTILITY
Mana cost is now displayed on the cast icon (similar to Kassadin's Rift Walk)

BUGFIX
Tooltip corrected to display the actual range (1400/1700/2000
⇒
1200/1500/1800)



Nautilus




Passive - Staggering Blow


BUGFIX
Tooltip corrected to display the actual time between roots on the same target (12 seconds
⇒
9 seconds)



Rengar




Passive - Unseen Predator


BUGFIX
Using an empowered ability immediately after leveling the base ability for the first time no longer triggers the base ability's cooldown



Q - Savagery / Empowered Savagery


BUGFIX
The bonus damage now applies lifesteal



Bonetooth Necklace


BUGFIX
Fixed a bug where stack bonuses were being lost upon switching trinkets



Shen




R - Stand United


BUGFIX
Fixed a bug where Stand United would occasionally cancel itself



Twitch



We're ironing out some minor issues in the wake of Twitch's VU. We're also reviewing Rat-a-tat-tat's interaction with structures as we work on its inability to target Inhibitors or the Nexus.



General


RECOMMENDED ITEMS
Now includes a trinket

AUDIO
Fixed a few bugs preventing several VO interactions from working



Q - Ambush


BUGFIX
Fixed a display bug where Ambush's cooldown would appear to start when Twitch entered stealth but reset to its actual cooldown once the stealth effect ended.



R - Rat-Ta-Tat-Tat


BUGFIX
Fixed a bug where Rat-Ta-Tat-Tat could sometimes critically strike towers



Vladimir




W - Sanguine Pool


BUGFIX
Fixed some cases where Vladimir could be stunned or rooted while in his troll pool

BUGFIX
Tooltip corrected to indicate the actual heal amount (12.5%
⇒
15%)



Back to top


Summoner Spells


Heal



When we added more utility to Heal, our focus was to create a spell that added depth to the summoner spell pool while also giving heal-focused supports an ability that let them remain effective against Ignite. On live, however, this wasn't the case as it was primarily being picked up by solo laners to circumvent burst-heavy aggressive play (particularly for champions whose abilities were affected by Grievous Wounds).


removedGRIEVOUS WOUND CLEANSE
Removes Grievous Wounds



Graphical Updates



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

  • Flash particles updated

  • Clarity particles and sound effect updated

  • Cleanse particles and sound effect updated

  • Exhaust particles and sound effect updated

  • Revive particles and sound effect updated

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


Back to top


Items


Feral Flare line



When we designed Feral Flare, we looked at 'carry' junglers who picked up Wriggle's Lantern and looked for ways to support that playstyle. Then we released Feral Flare and realized we may have gone too far.

While Feral Flare does deliver on its core goal of supporting carry junglers, it's also doing it at the expense of potentially several other players on the map. Because Feral Flare's power is essentially tied to how long junglers can ignore their team, the optimal strategy has been to hide away for as long as possible before making a first appearance as the strongest champion on the map - even in comparison to solo laners who have to scrap out their gold against equally matched opponents (we mentioned this in the foreword, but it's worth repeating here). Long-term, we still like the concept of 'carry' style junglers, but we're currently exploring ways to support them in a way that's healthy for the game.



Madred's Razors


MAIM PASSIVE
+60 damage against monsters
⇒
+50 damage against monsters



Wriggle's Lantern


newUTILITY
Kills and Assists now count toward transforming into Feral Flare

MAIM PASSIVE
+100 damage against monsters
⇒
+75 damage against monsters



Feral Flare


MAIM PASSIVE
+100 damage against monsters
⇒
+75 damage against monsters

removedHEAL SCALING
Basic attack heal increases with stacks

removedTRANSFORM STAT BONUS
Gains Attack Damage + Attack Speed when transformed from Wriggle's Lantern

ATTACK DAMAGE
+15
⇒
+12

ATTACK SPEED
+35%
⇒
+30%



Sunfire Cape



Sunfire Cape is an AoE damage aura item, but its current effect looks most like a a debuff on the wearer, even to the point of being confused with Red Buff's or Ignite's effects. This rework more clearly lines up Sunfire's visual with its gameplay.


VISUALS
Particles updated




Back to top


Aggro Display


To improve aggro awareness and reduce visual noise, we've removed all aggro outlines and added an animated icon above the health bars of minions and neutral monsters. Targeting an enemy or neutral should now be much clearer as an outline around a unit now only means you're targeting it. This approach more closely lines with the intent of the aggro indicator feature, which is to convey game mechanics, not player behavior. Time to work on that combat awareness!


MINION & MONSTER AGGRO DISPLAY
Orange outline
⇒
Animated HP bar icon

removedCHAMPION AGGRO DISPLAY
Orange outline




Back to top


Summoner's Rift


The below changes are aimed specifically at competitive play, and we can talk about them in that light. With the trinket change, we initially went with a longer starting cooldown so trinkets wouldn't have an impact on early game invades, but quickly saw the optimal strategy was to just all-in invade before swinging up (or down) to take out a few towers. Reducing the Trinket cooldown means they'll be incorporated into early game strategies and we're hoping they still allow for aggressive strategies to exist in the pre-laning phase. For the Dragon and Turret changes, we saw very few strategic tradeoffs when it came to fast-pushing lanes with multiple champions, so we're aiming to introduce some in the form of slightly higher rewards for Dragon and slightly higher penalties for teams trying to fast-push lanes. This also let us bring parity back to objectives across Summoner's Rift, as all outer towers now have the same Fortification buff. We'll be keeping a close eye on the fallout of these changes (particularly in competitive play).



Trinkets


STARTING COOLDOWN
120 seconds
⇒
30 seconds



Dragon


GLOBAL GOLD REWARD
125 gold
⇒
145 gold



Turrets


newFORTIFICATION
All outer turrets now have Fortification (added to Bottom lane)

FORTIFICATION DAMAGE REDUCTION
-20
⇒
-30

FORTIFICATION DURATION
480 seconds
⇒
420 seconds




Back to top


Summoner's Rift & Twisted Treeline


Jungle


BUGFIX
Fixed a bug where abilities that dealt damage based on maximum monster health were being calculated on base health instead of actual max health (this is a mid-lategame buff in all affected cases)



Back to top


Crystal Scar


Thresh



We gave Thresh some love on this map and it's helped him see more play (and a lot more success), but now he's just crazy. Like 400 armor Thresh with no armor items crazy.



Passive - Damnation


SOUL STACKS
4 souls per unit
⇒
2 souls per unit



Kassadin



This change is aimed at bringing the new Kassadin rework a little more in line with other maps.



R - Riftwalk


COOLDOWN
9/8/7 seconds
⇒
9/7/5 seconds



newSoul Anchor (Trinket)



It's finally here! With Revive being such a dominant Summoner Spell on Dominion, we realized we could take advantage of the unused Trinket slot to create more diversity while also balancing its use case.


CHARGE RATE
+1 at levels 1/9/14

CHARGE CAP
2 (level 14 charge will disappear if unstorable)

UTILITY
Grants a short burst of Movement speed on revive

CATS
Soul Anchor version of Rengar's Bonetooth Necklace added




Back to top


Bots


We're continuing to update our AI features! Specifically, players have been asking for more Bot options in Custom Games, as well as bots that can Flash, so we addressed that.

  • Intermediate bots can now be added to custom games

  • All bots are available on Beginner difficulty in custom games

    • To maintain game-to-game consistency for newer players, the Co-op vs. AI Beginner roster is unchanged

  • Intermediate bots will now use Flash both offensively and defensively




Back to top


LoL Client


Ignore feature



We've added a few safeguards to prevent players from accidentally ignoring their friends (so if your friend says this, it's now an excuse).

  • The end-of-game screen "Ignore User" button has been removed. Players can still ignore offensive individuals by right-clicking their summoner name and selecting "Ignore User" from the menu.

  • Added a confirmation prompt when ignoring players from the air client




Back to top


Team Builder


  • Solo players can now see which role/position combinations are in high demand when deciding their spec

  • Estimated wait times for solo players are now more accurate

  • Team Builder matchmaking has been improved

  • "Play Again" has been added to the post-game screen, allowing Captains to automatically invite their friends from the same match to a new Team Builder lobby.

  • Team Builder invites are now labeled as "Team Builder" instead of "Classic"



Back to top


Upcoming Skins


The following skins will be released at various times throughout Patch 4.7:




Dragonslayer Braum



Dragonslayer Pantheon



Night Hunter Rengar






+ Show Spoiler [Previous GD Threads & Patch Notes] +
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ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Terranasaur
Profile Joined May 2011
United States2085 Posts
May 07 2014 20:51 GMT
#2
That Panth Skin Tho...

Much more important part of this patch than the FF change.
Decisions Determine Destiny - Terranasaur#1719 D3 #557 SC2 3DS FC: 2423-3623-8068
Eiii
Profile Blog Joined April 2009
United States2566 Posts
May 07 2014 20:51 GMT
#3
On May 08 2014 05:45 turdburgler wrote:
Show nested quote +
On May 08 2014 05:43 wei2coolman wrote:
On May 08 2014 05:39 turdburgler wrote:
On May 08 2014 05:37 Kyrie wrote:
On May 08 2014 05:35 turdburgler wrote:
the ff jungler shouldnt be getting even more monster when he finally comes to a lane and tower dives you, the other jungle items should be rewarded for punishing the ff user.

my jaw slowly went slack while reading this, can you rephrase



the feral flare jungler shouldnt be getting even more monster when he finally comes to a lane and tower dives you.

the other jungle items should be rewarded for punishing the feral flare user.

there you go.

I still don't get what you mean? FF shouldn't be allowed to farm lane minions or something?


the patch change gives feral flare stacks on kills and assist.

im saying, remove this. put this effect on the other jungle items like spirit of the eldar lizard. this way when the more gank heavy junglers shut down lanes and get kills and assist, it really doubles down on the fact that the feral flare user has been too farmy. it allows the ganking junglers to scale as well as the farmy junglers.

nerfing feral flare will just make jungling less exciting and impactful, i want everyone to be as impactful as a well farmed FF user if they complete their job.



Feral flare gave stacks on kills and assists before, too.

The issue I see with this is that conservation items are already not as heavily punished for ganking (for short periods of time) from the way their passive gold accumulates. Plus, they get the benefit of adding pressure to lane by ganking. If you add another stacking mechanic for kills/assists on top of that, you're sort of triple-dipping on advantages, right? You don't get punished as much as you would otherwise for ganking, you get to swing lanes in your teams' favor, *and* you get to get stronger yourself while you do it.

That's not inherently bad, but it would be adding a lot more snowballing to the game, and riot doesn't seem to want to move in that direction for better or worse.
:3
Dusty
Profile Blog Joined December 2010
United States3359 Posts
May 07 2014 20:52 GMT
#4
Kills/assists didn't count for WRIGGLES, though.
Gahlo
Profile Joined February 2010
United States35147 Posts
Last Edited: 2014-05-07 20:53:47
May 07 2014 20:53 GMT
#5
I still don't get what you mean? FF shouldn't be allowed to farm lane minions or something?

He's using monster as in being really strong and difficult to deal with. It's just a really poor word choice given the syntax of the game.
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
May 07 2014 20:56 GMT
#6
lol nice signoff MB
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
overt
Profile Blog Joined June 2010
United States9006 Posts
Last Edited: 2014-05-07 20:59:28
May 07 2014 20:59 GMT
#7
So now that isolation is 500 range and turrets count as allies should Riot just remove isolation and give khazix bonus damage when he's in the river? They could easily make a mudbug crawfish khazix skin to accompany this change.
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
May 07 2014 20:59 GMT
#8
MF AP ratio?
MY PRAYERS HAVE BEEN ANSWERED
+ Show Spoiler +
Not really. WTF rito
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Kyrie
Profile Joined June 2013
1594 Posts
Last Edited: 2014-05-07 21:03:07
May 07 2014 21:00 GMT
#9
ap mf is pretty fun (a chu8 staple) and i'm glad the build was considered

spoilered because not sure if meta discussion is in the clear
+ Show Spoiler +
i just realized that the banned topics list in op had been updated to include 'unjustified game theory' and now 'lomo'
Doctorbeat
Profile Joined May 2011
Netherlands13241 Posts
May 07 2014 21:04 GMT
#10
On May 08 2014 05:59 WaveofShadow wrote:
MF AP ratio?
MY PRAYERS HAVE BEEN ANSWERED
+ Show Spoiler +
Not really. WTF rito


I just added her to my ADC pool to practice in hopes of actual buffs

;..;
- TEAM LIQUID - doctorbeat on LoL
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
May 07 2014 21:05 GMT
#11
On May 08 2014 06:00 Kyrie wrote:
ap mf is pretty fun (a chu8 staple) and i'm glad the build was considered

spoilered because not sure if meta discussion is in the clear
+ Show Spoiler +
i just realized that the banned topics list in op had been updated to include 'unjustified game theory' and now 'lomo'

W no longer scales with AP and R doesn't do magical damage now so a lot has changed.

+ Show Spoiler +
the normal reply to that realization of the banned topics list would be a short innocuous two syllable phrase
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
May 07 2014 21:06 GMT
#12
Moonbear didn't put any sound on his signoff, give us Neo or we riot.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
I_Love_Bacon
Profile Blog Joined August 2009
United States5765 Posts
May 07 2014 21:07 GMT
#13
The aggro indicator should be interesting assuming I read it correctly.
" i havent been playin sc2 but i woke up w/ a boner and i really had to pee... and my crisis management and micro was really something to behold. it inspired me to play some games today" -Liquid'Tyler
turdburgler
Profile Blog Joined January 2011
England6749 Posts
May 07 2014 21:07 GMT
#14
On May 08 2014 05:53 Gahlo wrote:
Show nested quote +
I still don't get what you mean? FF shouldn't be allowed to farm lane minions or something?

He's using monster as in being really strong and difficult to deal with. It's just a really poor word choice given the syntax of the game.


i didnt realise this was going to be such a difficult conversation.
wei2coolman
Profile Joined November 2010
United States60033 Posts
May 07 2014 21:08 GMT
#15
On May 08 2014 05:52 Dusty wrote:
Kills/assists didn't count for WRIGGLES, though.

it should imo. Getting a kill/assist isn't increasing a feral flares user's stacks per minute, but it opens up the option to apply lane pressure. At this point, I'm sure Riot is wishing it never opened up this can of worms.
liftlift > tsm
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
May 07 2014 21:11 GMT
#16
On May 08 2014 06:06 GhandiEAGLE wrote:
Moonbear didn't put any sound on his signoff, give us Neo or we riot.

There was sound, but it was moved to a more appropriate location.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Takkara
Profile Blog Joined April 2010
United States2503 Posts
May 07 2014 21:28 GMT
#17
Am I understanding the Feral Flare issue correctly?

- It was balanced, bordering on underpowered, in competitive play, because a passive, farm-heavy jungle style offers a lot of counterplay that organized teams can exploit.

- It was strong, bordering on overpowered, in solo queue, because disorganized solo queue teams were not capable of the counterplay necessary to shut down a passive, farm-heavy jungle style.

Is that about the high and low of it? I like that the power-farm jungle style came back, but I'm not sure if they can make it viable in both the professional scene and solo queue (especially lower tiers). So how do people assess the changes? Is it still strong? Niche? Noob bait?
Gee gee gee gee baby baby baby
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
May 07 2014 21:29 GMT
#18
On May 08 2014 06:04 Doctorbeat wrote:
Show nested quote +
On May 08 2014 05:59 WaveofShadow wrote:
MF AP ratio?
MY PRAYERS HAVE BEEN ANSWERED
+ Show Spoiler +
Not really. WTF rito


I just added her to my ADC pool to practice in hopes of actual buffs

;..;


Well, she is the highest win rate ADC in the game right now.
http://na.op.gg/summoner/userName=FLABREZU
Gahlo
Profile Joined February 2010
United States35147 Posts
Last Edited: 2014-05-07 21:33:45
May 07 2014 21:32 GMT
#19
On May 08 2014 06:28 Takkara wrote:
Am I understanding the Feral Flare issue correctly?

- It was balanced, bordering on underpowered, in competitive play, because a passive, farm-heavy jungle style offers a lot of counterplay that organized teams can exploit.

- It was strong, bordering on overpowered, in solo queue, because disorganized solo queue teams were not capable of the counterplay necessary to shut down a passive, farm-heavy jungle style.

Is that about the high and low of it? I like that the power-farm jungle style came back, but I'm not sure if they can make it viable in both the professional scene and solo queue (especially lower tiers). So how do people assess the changes? Is it still strong? Niche? Noob bait?

Yes, that covers it pretty nicely.

I think it was too soon because people haven't put enough stock into how hard FH, Nunu, Malphite, and proper counterjungling dump on Flare junglers. However, the community has always looked for Riot to solve their issues instead of trying to find pre-existing answers unless high elo/pros show them how.

Hopefully this will cause all the wet dream fotm junglers to go back to top lane so I can stop dealing with idiotic junglers in soloq. It shouldn't be too big of a nerf overall, but pulls everybody back down a tier. This is a buff to jungle Nasus, Lee, and tank junglers overall.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
May 07 2014 21:35 GMT
#20
RIP ROFFLES
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