|
United States37500 Posts
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.
There is no new champion this patch.
Patch 4.8: Live on May 22nd, 2014 + Show Spoiler [Patch Notes] + Rocket Grab and Static Field cost less mana. With popular utility champions providing additional utility beyond vision control and a body on the field, Blitzcrank needed some small upgrades to keep up. Given Blitz already has strong utility (gated by his long cooldowns), some mana cost reductions means he should be able to bring Amumu to your team more often.
Q - Rocket Grab COST 120 mana ⇒ 100 mana
R - Static Field COST 150 mana ⇒ 100 mana Cho can eat things a little faster and from a little further away. This is a change we've wanted to do for some time, given how sad Cho gets when his meals flash away. Basically this means Cho's Feast range will correctly match his attack range when he's at 6 Feast Stacks. Nom nom nom nom nom nom nom!
R - Feast RANGE 150 ⇒ 175 CAST TIME 0.5 seconds ⇒ 0.25 seconds Evolved Wings' cooldown is now the same as Leap. Kha'Zix is currently strong at all levels of play, but when we discovered this bug (heh), we felt the right thing would be to fix it to work as intended, even if it meant giving him a slight buff. Long term, we're still considering changes to Kha'Zix that allow him to retain his assassin playstyle without having the raw strength to brute force his way out of most situations.
E - Evolved Wings KHA'ZIX FIX Fixed a bug where Evolved Wings had a longer cooldown than Leap - 24/22/20/18/16 ⇒ 22/20/18/16/14 Nether Grasp is cheaper. We probably don't need to summarize these. We realize that high mobility mages are currently valued in the competitive landscape, but buffing Malz against his identity ends up flattening the role of a mage and inhibits other forms of role experimentation. Still, streamlining Nether Grasp's mana cost to be in line with other high cooldown ultimates was a change Malz could use, so we heeded the call (... of the void).
R - Nether Grasp COST 150 mana ⇒ 100 mana Last patch, we made a functional change to Pantheon without documenting the change (sorry!). Before the change, Pantheon's Grand Skyfall was dealing damage a full 0.5 seconds after he visually hit the ground, which was inconsistent (not to mention weird). Visually it's confusing that Pantheon can stun opponents before he's even finished landing from Grand Skyfall, so we made the change for Clarity purposes while also affecting his power. That said, we've heard a lot of your feedback that this hampers Pantheon's ability to use Grand Skyfall effectively (or at all), and we're going to keep a close eye on him in this patch.
R - Grand Skyfall CLARITY Pantheon can no longer cast spells until he's finished landing BUGFIX Grand Skyfall's animation and damage now better match each other. The timing is unchanged from when the enemy indicator appears to when damage occurs, but Pantheon now visually lands 0.5 seconds later. Starcall does less damage and Infuse costs mana when used on an enemy. Soraka's solo lane patterns are pretty obnoxious, as she can simply shove out opponents with Starcall while inhibiting their ability to fight back with her free Infuses. Soraka should be brought to a solo lane as someone who can consistently support her team, rather than dealing high ramping magic damage via Starcall.
Q - Starcall DAMAGE 60/95/130/165/200 ⇒ 40/65/90/115/140 UTILITY If Starcall hits an enemy, Astral Blessing's cooldown is reduced by 5/6.25/7.5/8.75/10% ⇒ 5/8/11/14/17%
E - Infuse newCOST Costs 50 mana at all levels when cast on an enemy
E - Bear Stance CLARITY Udyr now sees an indicator when he stuns a target that shows how long to wait before he can stun that target again Back to top
Q - Aqua Prison BUGFIX Fixed a bug where Aqua Prison could interrupt certain abilities that were intended to be immune to disabling effects (e.g. Jarvan IV's Cataclysm, Malphite's Unstoppable Force)
Q - Arctic Assault BUGFIX Fixed a bug where Arctic Assault would stop on collision with, but fail to knock up, really large enemy champions (Cho'Gath with 6 Feast stacks, Zac with a lot of bonus HP, large champions that were Wild Growth'd by Lulu, champions who weren't watching their diet, etc) Back to top newPASSIVE Now detects traps Back to top Turrets Turrets deal more damage and ramping damage, as well as having more defenses. Currently on TT, turrets simply aren't threatening enough to super-bruisers that stack armor and dive for their squishier teammates. While this change alone may not fix this, it's the start of us enforcing turrets as a meaningful safety zone for players on the losing team. We're also beefing up turret resists in the case of a siege - you can still 'chip' turrets over the course of a game before breaking them down in a big push, but we felt they could stay up a little longer. newDAMAGE BONUS Turret basic attack damage increased by 10% (now matches Summoner's Rift turrets) DAMAGE 'Heating Up' passive now increases turret damage by 20% ⇒ 25% per shot ADDENDUM "Heating Up" passive scales up to a total 60% ⇒ 75% DEFENSE Turrets lose 150 armor / magic resistance ⇒ 75 armor / magic resistance when enemy minions are nearby Jungle Monsters Large Monsters have way more HP, small monsters have slightly less. The low base health on the original jungle camps in TT cuts their threat scaling significantly, making jungling a little too easy for anyone with a small amount of Attack Damage (or in 120% of all cases, Ravenous Hydra). We'll be watching this closely as we don't want junglers to feel hyper-vulnerable, but with the recent buffs to scaling jungle experience, we felt increasing the risk/commitment of the jungle was appropriate. Big Golem health 850 ⇒ 1250 Small Golem health 550 ⇒ 500 Big Wolf health 650 ⇒ 1150 Small Wolf health 430 ⇒ 400 Big Wraith health 550 ⇒ 1000 Small Wraith health 380 ⇒ 350 Back to top - Team Builder wins and losses are now added to total Normal wins and losses
- Captains in Team Builder can now grant invite powers to invited friends
Back to top The following skins will be released at various times throughout Patch 4.8:
+ Show Spoiler [Previous GD Threads & Patch Notes] +
|
Kinda slow Neo.
For actual first impressions, I feel like everything in this patch makes sense. Some QoL updates for champs that needed it, slight nerfs to Soraka to stop her from being so overpowering in solo Q, couple bug fixes (which means a slight buff to Kha'Zix, but oh wells), and them finally saying they gutted Pantheon's ult in 4.7 and didn't mention it until like a week later.
I can understand why the Pantheon ult was changed (why's he able to stun when Grand Skyfall hasn't even finished it's animation?) but that was part of the reason why it was so good; you could be nearly anywhere on the map and if you need to engage or counter gank, you call in your titandrop (aka Pantheon ult) to slow + stun and probably near-guarantee kill someone if they don't have an escape or Flash up. And god forbid you have red buff during it, because then their death is all but assured.
Probably the only thing I'm not 100% certain of is Soraka losing 60 dmg. on her max Q rank, that might be a little too heavy-handed, I'd probably have her lose 50 dmg. but that's just me.
Edit:
Do I even want to know what a Starmetal is?
|
United States37500 Posts
Too busy trying to get a Starmetal.
The Soraka changes was well done imo.
|
RIP full time jungling in 3v3
The low-priority duolaner doing some camps inbetween here we go.
|
United States23745 Posts
The title is so true it hurts.
|
On May 22 2014 10:32 Kinie wrote: Kinda slow Neo.
For actual first impressions, I feel like everything in this patch makes sense. Some QoL updates for champs that needed it, slight nerfs to Soraka to stop her from being so overpowering in solo Q, couple bug fixes (which means a slight buff to Kha'Zix, but oh wells), and them finally saying they gutted Pantheon's ult in 4.7 and didn't mention it until like a week later.
I can understand why the Pantheon ult was changed (why's he able to stun when Grand Skyfall hasn't even finished it's animation?) but that was part of the reason why it was so good; you could be nearly anywhere on the map and if you need to engage or counter gank, you call in your titandrop (aka Pantheon ult) to slow + stun and probably near-guarantee kill someone if they don't have an escape or Flash up. And god forbid you have red buff during it, because then their death is all but assured.
Probably the only thing I'm not 100% certain of is Soraka losing 60 dmg. on her max Q rank, that might be a little too heavy-handed, I'd probably have her lose 50 dmg. but that's just me.
Edit:
Do I even want to know what a Starmetal is?
Starmetal is one of you awards you can get for watching every match in the SEA Garena Diablo League.
|
United States37500 Posts
@Kinie: I think Panth scales so poorly compared to other top tier Jungle picks like Kha'Zix, Elise, even Evelynn that I think he could use all the help he can get. It might have been a bug that he can cast stun before he lands but I think it's something that most players accepted. I'd put it up there with other bugs like Muta stacking and wave dashing. Not intended but it was actually for the better.
Are there really people that think Pantheon is better now that he's "fixed"?
Edit: xes, diaf, no more chikin for you
|
wow they killed soraka wtf at least most likely
|
She does 0 damage, like a support shou...
|
I think Soraka is gonna be ok
Panth tho
Rest in Pepperonis
|
United States37500 Posts
You think so? They just made Soraka not become a huge pest during laning phase. She still excels in team fights and the CDR to Astral Blessing is huge imo. She can probably cast one extra heal in extended team fights and no longer faceroll in solo lane. Seems like a win/win change.
Edit: Personally, I think Orianna is like the benchmark for utility AP mids. If you fit that category but you somehow do more damage than Ori with a single spell, I'm rather uncomfortable with that. They toned down the fact that she has zero skill shots and just runs up in range and drops stars on your head. Pretty sure she can still shove the creep wave just as efficiently as before.
|
Neo the skin splashes in the Patch spoiler are ballsed up btw
|
except sorakas W wasn't that imporant, a 300 heal is nothing compared to some of the huge shields people like lulu do, she was mostly a q spammer, and her Ult heal is value
|
On May 22 2014 10:59 Slayer91 wrote: except sorakas W wasn't that imporant, a 300 heal is nothing compared to some of the huge shields people like lulu do, she was mostly a q spammer, and her Ult heal is value With the changes to Q CDR on W it will have similar if not better uptime and at ~300AP the numbers are very similar.
The big plus of Lulu is you have AP scaling MS to wreck people's faces, but Soraka has AP scaling armor to wreck physical damage and towers.
|
United States37500 Posts
On May 22 2014 10:58 GhandiEAGLE wrote: Neo the skin splashes in the Patch spoiler are ballsed up btw Yeah, I know. I copy/pasted the page source from the League website. I CBA'd to resize the images so it fits our forums. Sry.
On May 22 2014 10:59 Slayer91 wrote: except sorakas W wasn't that imporant, a 300 heal is nothing compared to some of the huge shields people like lulu do, she was mostly a q spammer, and her Ult heal is value Why is it not important? Astral Blessing: HEAL: 70 / 120 / 170 / 220 / 270 (+ 35% AP) SALVATION - MAXIMUM HEAL: 105 / 180 / 255 / 330 / 402.3 (+ 52.15% AP) BONUS ARMOR: 50 / 65 / 80 / 95 / 110 (+15% AP) CD: 20s
Help Pix!: SHIELD STRENGTH: 80 / 120 / 160 / 200 / 240 (+ 60% AP) MAGIC DAMAGE: 80 / 110 / 140 / 170 / 200 (+ 40% AP) CD: 10s
I agree that Lulu's shield are better, especially in late game when there's more AP (after all, Lulu builds more AP than Soraka normally does) but the changes to the Starcall/Blessing interaction does make Blessing more competitive with Help Pix.
I think the biggest problem with Soraka was that her Q spam was beyond annoying and it had to be toned down. She had her utility aspect buffed as a result.
Edit: I'm not too great at mathcraft but it does seem like even though Help Pix has better AP ratio, Soraka's Astral Blessing will outscale in utility when your ally is at lower health. And that doesn't even begin to look at the bonus Armor from Blessing.
|
if infuse costs 50 mana on enemies then why would i ever play soraka support?
|
@ Neo: The reason why Panth scales so poorly IMO is due to the inherent weakness of global ults in late game. I feel in the early and mid game (like level 3 - 13) he's pretty good in terms of ganks in lane phase and early objective team fights, as he can be nearby with the team then titan drop down to tank the first couple turret shots (or steal dragon) before your team collapses and kills the enemy team for the objective.
Where-as unlike lategame with the champs you named, the amount of HP most champs have is just not enough to get people low enough fast enough for his Q to get the crit on it. Elise gets % HP damage with her skill chains, Evelynn gets a shield and flat Hp dmg. with her ult, and Kha'Zix gets the jump in, kill, jump out assassination-type attacks or jump in to begin tanking and assaulting the enemy back line if you build him tanky. All Pantheon could do was ult and hope to W the enemy carry during the animation. Now he more than likely has to ult - Flash + W onto the carry and hope the enemy carry doesn't have an escape or Flash.
|
United States37500 Posts
On May 22 2014 11:10 layabout wrote: if infuse costs 50 mana on enemies then why would i ever play soraka support?
Haha, this is so true. I didn't even think about Soraka support. The Infuse change definitely kills Soraka as a support choice but maybe Riot didn't care cause Soraka wasn't a popular support to begin with?
|
United States37500 Posts
On May 22 2014 11:11 Kinie wrote: @ Neo: The reason why Panth scales so poorly IMO is due to the inherent weakness of global ults in late game. I feel in the early and mid game (like level 3 - 13) he's pretty good in terms of ganks in lane phase and early objective team fights, as he can be nearby with the team then titan drop down to tank the first couple turret shots (or steal dragon) before your team collapses and kills the enemy team for the objective.
Where-as unlike lategame with the champs you named, the amount of HP most champs have is just not enough to get people low enough fast enough for his Q to get the crit on it. Elise gets % HP damage with her skill chains, Evelynn gets a shield and flat Hp dmg. with her ult, and Kha'Zix gets the jump in, kill, jump out assassination-type attacks or jump in to begin tanking and assaulting the enemy back line if you build him tanky. All Pantheon could do was ult and hope to W the enemy carry during the animation. Now he more than likely has to ult - Flash + W onto the carry and hope the enemy carry doesn't have an escape or Flash.
Yeah, I agree and realize all that, so why "fix" Pantheon when it makes things harder for him? Oh, I don't agree with globals being weak in late game. If anything, globals are better in late after lane turrets are all down.
|
IMO this ult change didn't hurt pantheon as much as the previous ult change on the cast time/drop time. Panth is pretty meh now, unless you get a big early lead to just keep on running to a lane (preferably bot) and just running them down.
|
|
|
|