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[Patch 4.9] RIP Kha'Zix General Discussion

Forum Index > LoL General
Post a Reply
1 2 3 4 5 115 116 117 Next
Alright, we're going to call it a day with all the Thorin drama, guys. I figured if it was about SI, onGamers, TSM, etc, it had some relevance to League but somehow you guys managed to devolve the discussion into an issue about race of all things.

Enough is enough. Let's move along now.

-NeoIllusions
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
Last Edited: 2014-06-03 22:35:22
June 03 2014 22:31 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 Discussion 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 4.9: Live on June 4th, 2014
+ Show Spoiler [Patch Notes] +





Karthus



Karthus has received a Visual Update and is ready to reap the living in style. Check out the full details here!


General



CLARITY Added team-color indicators to basic abilities



Q - Lay Waste



CLARITY Added a new indicator that shows the full area of effect


SWAG Added crit-style combat text and a unique sound effect for double-damage Qs



W - Wall of Pain



CLARITY Added a visual debuff effect that marks affected enemy champions





Back to top



Champions







Braum



We padded Braum's punches, Q does less damage at all ranks, and W gives less defensive stats (also scales less).



It's tough to pinpoint the strength of a new champion while also accounting for how quickly players adapt, and Braum was picked up very quickly as a strong lane bully with his combined high damage and defensive power. When we want to reduce power in a champion, we first look to trim 'hidden' strengths that aren't really appreciated in their core playstyle, like Braum's W, which was giving a pile of free defensive stats to both himself and his protected target. That said, Braum's offensive strengths are also very high for a protective champion, so we also decided to trim back that 'stache.


General



BASE ATTACK DAMAGE 56 ⇒ 53



Passive - Concussive Blows



BUGFIX No longer stuns individuals when they have spell shields up



Q - Winter's Bite



BASE DAMAGE 80/125/170/215/260 ⇒ 60/105/150/195/240



W - Stand Behind Me



BONUS ARMOR / MAGIC RESISTANCE 20/22.5/25/27.5/30 (+14/15.5/12/18.5/20% bonus armor / mr) ⇒ 15/17.5/20/22.5/25 (+10/11.5/13/14.5/16% bonus armor / mr)



E - Unbreakable



BUGFIX We've cleaned up a few cases where certain effects could bypass Unbreakable's active barrier









Kassadin



We reverted the W damage buff and base movement speed buffs to Kassadin from patch 4.6.



Following up on our champion update, we've been keeping track of Kassadin as he continues to become a more and more dominant force. We think we released Kassadin in a good state but then gave him a little too much strength as we saw folks struggling with the new kit. After our buffs, however, we saw a lot of players learning to play the updated Kass (and well), so we're peeling back the layers we added to get him back to a correct power level.


General



BASE MOVEMENT SPEED 350 ⇒ 340



W - Nether Blade



DAMAGE 40/75/110/145/180 (+0.7 ability power) ⇒ 40/65/90/115/140 (+0.6 ability power)









Kha'Zix



Q does less damage and less isolation damage. Evolved Q no longer deals bonus damage on missing health, but deals more overall damage to isolated targets. W deals bonus damage to monsters. Evolved W now slows enemies by 50% and grants sight of their location to Kha'Zix. Evolved R no longer grants damage reduction (but keeps his increased stealth duration and additional stealth charge).



Up to now, most of our changes failed to give Kha'Zix meaningful weaknesses for an assassin because evolved R's damage reduction was letting Kha'Zix force fight initiations whenever it was up while his high base Q damage was letting him take out squishy targets even when they were actively trying to prevent isolation. As an assassin, Kha'Zix should be an opportunistic killer who needs to find isolated targets to munch on while the rest of his team jumps into the mosh pit of the team fight. What Kha'Zix shouldn't be able to do, however, is directly engage a full team fight with the expectation to live while also taking out high priority targets without isolation.


With that said, our philosophy behind these changes is aimed at reducing some of Kha'Zix's many strengths while refining his core identity as an assassin. First, we pushed more power to his evolutions so that he'll have to think more about the choices he makes in life (or the game). Kha'Zix's base Q is lower compared to live, but his evolved Q is guaranteed to deal more damage to isolated targets in the mid to late game. The added power to W and its evolution was to give Kha'Zix more fallback strengths when evolving W. It's also worth pointing out that while evolved R took a significant power hit with the loss of its damage reduction, it's still offering a lot of extra mobility for Kha'Zix in a fight (doubling his stealth duration while also adding an extra charge).


We'll be watching how these changes pan out, but we're hoping to see more opportunistic Kha'Zixes (Kha'Zixi? Kha'Zii?) who seek out isolated meals in team fights but can't just jump in to scrap with the frontline while also having the mobility and explosive damage to take out the backline.



Q - Taste Their Fear



BASE DAMAGE 70/100/130/160/190 (+1.5 bonus attack damage) ⇒ 55/80/105/130/155 (+1.2 bonus attack damage)


ISOLATION BONUS DAMAGE 45% ⇒ 30%



Q - Evolved Enlarged Claws



newISOLATION If target is isolated, deal an additional 10/20/30/40/50/60/70/80/90/100/ 110/120/130/140/150/160/170/180 (+2.6 bonus attack damage) physical damage (in other words, 10 x Champion Level (2.6 bonus attack damage))


removedEXECUTE No longer deals bonus damage based on target's missing health



W - Void Spike



newMONSTER DAMAGE Now deals +20% bonus damage to monsters



W - Evolved Spike Racks



newMONSTER DAMAGE Now deals +20% bonus damage to monsters


newUTILITY If target hit is a champion, grant sight of their location to Kha'Zix for 2 seconds


SLOW 30% for 2 seconds ⇒ 50% for 2 seconds



R - Evolved Active Camouflage



removedDAMAGE REDUCTION No longer grants +60% damage reduction on Stealth









Pantheon



When we made the Pantheon changes back in patch 4.7, we also introduced a bug where Pantheon could be hit by area-effect spells before he physically landed on the screen. Ultimately we made a fix that leaned more in Panth's favor, where he can 'pop' all projectiles as he jumps off screen (so that pesky Sion stun won't follow him through the sky) and remains untargetable until he physically lands. In terms of other tweaks to Grand Skyfall, we've been keeping a close eye on how Pantheon's performance has been affected by the 4.7 changes, but he's remained pretty strong in both top lane and the jungle. We're going to keep watching for now!



R - Grand Skyfall



newMANLY JUMPING Pantheon now 'pops' projectiles that are in flight toward him as he leaps off the screen


BUGFIX Pantheon is now untargetable from the moment he leaves the ground to the moment he lands









Rengar



We're very aware of Rengar's champion-eating capabilities (unlike the poor squishy targets he's surprising), but we're going to be watching how these changes / bug fixes affect the kitty before we take any larger action.



Passive - Unseen Predator



CLARITY Next attack after leap now correctly starts when Rengar lands, rather than when he's midair



Q - Savagery



DAMAGE The bonus damage from Savagery and Empowered Savagery can no longer critically strike. The Attack Damage portion still can.


BUGFIX Fixed a bug where Empowered Savagery's bonus damage could be triggered multiple times using Unseen Predator









Rumble



Rumble had a few strange bugs that were causing his Flamespitter to deal less damage.



Q - Flamespitter



BUGFIX Fixed a bug where Flamespitter was dealing less damage when Rumble was trying to set people on fire for extended periods of time


BUGFIX Fixed a bug where Flamespitter dealt less damage when on purple team









Soraka



In our zeal to reduce solo lane Soraka's obnoxiousness, we kicked her a little too hard in the shins. These changes may not get her up to par, but we're committed to supporting her beyond these buffs.



Q - Starcall



UTILITY If Starcall hits an enemy champion, Astral Blessing's cooldown is reduced by 5/7.5/10/12.5/15% ⇒ 10/11.25/12.5/13.75/15%





Back to top



Minor Changes & Bugfixes






Recall Animations



BUGFIX Fixed a bug where the following champions would occasionally cancel their recall animations:

  • Diana

  • Elise

  • Kha'Zix

  • Nami









Elise




E - Rappel



BUGFIX Fixed a bug where the initial cast of Rappel could not be used on wards (Elise no longer needs to cast Rappel twice to descend on a ward)









Volibear



Volibuff. Buffibear? Bam, context.



Q - Rolling Thunder



BUGFIX Fixed a bug where Volibear's target would not be thrown the proper distance if the throw's end position was inside of a wall or a crowd of other units





Back to top




Summoner's Rift






Jungle



As we continue to keep a close eye on the jungle, we noticed that jungle monster experience rewards were going up with the average level of the map while lane minion experience didn't. On deeper analysis, we saw this inconsistency was amplifying snowballing in the game: if a jungler's team continues to pull ahead (either through ganks or just #winning), the jungler could continuously clear their monsters for additional bonus experience. Ultimately that meant the jungler of a successful team would come out disproportionately stronger than even the rest of his or her team for contributing the same amount of work. While we want to give specific junglers the gold income and capability to 'carry' their team in the mid to end game, a jungler's overall rewards are currently being amplified beyond the four other players who have had their own set of challenges to overcome. All roles should contribute to the outcome of a game, and we're committed to ensuring a jungler has the same potential (not more) as any other.


BONUS EXPERIENCE Jungle monsters no longer give additional experience based on their level (to remain consistent with lane minion experience)





Back to top




Twisted Treeline & Crystal Scar







Kha'Zix



We initially changed Kha'Zix's isolation damage for Dominion / TT based on his old kit, but now that additional modifications have been made, we're going to revert to his new kit to get a better feel for the overall changes.



Q - Taste Their Fear / Evolved Enlarged Claws



ISOLATION BONUS DAMAGE 35% ⇒ 30%





Back to top



Friend List






The Friend List should make it easy to see which of your friends are available to play with, but its feature set needed a little work. This patch's updates are aimed at facilitating how players use the Friend List, both to find individuals (search bar!) and to quickly check on their Friend Groups (which now contain offline members).

  • The Settings menu to the right of the "Friend List" bar has been expanded to include the following functionality:


    • Status message editing

    • Sort Friends options

    • (New) Show Offline Friends


  • The status message bar has been repurposed into a Friend List search tool


    • Your status message is now displayed alongside your Summoner Name at the top of your Friend List


  • Friend Groups can now be moved up and down through the right-click menu

  • Friend Groups now list offline members when "Show Offline Friends" is enabled


    • The "Offline" Friend Group has been removed


  • Players who haven't yet accepted your friend request will now appear as grayed out and offline under the General group when "Show Offline Friends" is enabled

  • "Sort Friends" and "Show Offline Friends" settings are now saved locally on your computer and will persist through logout





Back to top



Team Rewards






We've added Team Rewards as a new class of rewards to further differentiate ranked team play from ranked solo play. Since ranked teams place a special focus on jolly cooperation, require more effort to coordinate, and embody the teamwork that defines League, we wanted players to have a way to commemorate and celebrate their success as part of a team.

  • New ranked team progression system: players earn points with every ranked team win toward unlocking and upgrading a Season 2014 ward skin, awarded at the end of the season

  • New Ranked Leagues profile page where players can compare their leagues, get more information about season rewards, and track their progress towards team rewards

  • Notifications will now appear in your profile tab and ranked team page if you do not have enough wins on your ranked team to be eligible for the rewards for that tier

  • Season rewards now include unique summoner icons based on tier achieved in 3s and 5s





Back to top



Wards






Warding Totems will now use your selected Ward Skin! You can now proudly display your ward skin in game, even if you primarily rely on yellow trinkets to contribute to team vision (but you should totally be buying green and pink wards to help your poor support).

  • Ward skin selection is now applied to Warding Totem trinket wards

  • To maintain visual distinction from trinket wards, Stealth wards (including wards from Wriggle's Lantern and Feral Flare) have a new green circle indicator. Yellow trinket wards will continue to display the existing yellow circle indicator.





Back to top



Skin Updates






In addition to Pentakill Karthus's VU, we've given texture updates to Pentakill Sona and Pentakill Mordekaiser. The entire Pentakill skin line also has a new team splash image. For metal.





Pentakill








+ Show Spoiler [Previous GD Threads & Patch Notes] +
RIP Pantheon General Discussion
Braum General Discussion
Twitch VU General Discussion
Rune Rework General Discussion
CUDDLY INCOMING! ヽ(*・ω・)ノ
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
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Yimake General Discussion
Spirit Udyr General Discussion
Aatrox General Discussion
Lissandra General Discussion
Nerf Everything Not Nami General Discussion
Balance Update General Discussion
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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
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Darius General Discussion
Spectator Mode General Discussion
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Fiora General Discussion
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Amui
Profile Blog Joined August 2010
Canada10567 Posts
June 03 2014 22:33 GMT
#2
[image loading]
Neo pls
Porouscloud - NA LoL
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
June 03 2014 22:35 GMT
#3
"Change ... is not so good."
What fun is it being cool if you can’t wear a sombrero?
FinestHour
Profile Joined August 2010
United States18466 Posts
June 03 2014 22:35 GMT
#4
im ready to put you in my book after vu update
thug life.                                                       MVP/ex-
Ryuu314
Profile Joined October 2009
United States12679 Posts
June 03 2014 22:36 GMT
#5
I wait for the day when Riot decides to stop knee jerk balancing.

Imo, 4.8 Kha was a pretty balanced iteration after the increased cooldown between ult cast. Rework Kassadin is also a good example of Riot's knee jerking. They literally reverted every change they made to him post-rework. It would've been much easier to just wait a few patches before deciding to buff/nerf a champ.
AsnSensation
Profile Joined April 2011
Germany24009 Posts
June 03 2014 22:37 GMT
#6
maybe this patch might finally unleash rengar on the pro scene again, can't remember the last time he wasn't banned.
Kinie
Profile Joined December 2011
United States3106 Posts
Last Edited: 2014-06-03 22:44:36
June 03 2014 22:41 GMT
#7
Quoting myself from previous thread for visibility on my initial opinions of the patch.


On June 04 2014 04:50 Kinie wrote:
Yeah, Kha's basically worthless now. They want him as an assassin, but the nerfs are super hard. They should revert the isolation range nerf they just did if they want these updates to go through.

And we're probably back to the Q - E - W evolve path, now that R no longer has the damage reduction on it.

Everything else here is basically bug fixes or slight buffs, with a small nerf to Kass' W, which was needed. Braum got nerfed, but not as hard as I thought he would. Should knock him out of perma-ban status though. They fixed Rumble flamespitter bug on purple side, and Rengar's Q bug.

.... Jungle change basically means that junglers on winning side won't begin to outlevel the other champs on your team? The wording on it is so weird.


Math people think evolved Q might end up dealing more damage than current Kha evolved Q once you hit a certain AD threshold and are in the lategame, but that might mean you have to go full assassin Kha, and not bruiser Kha like you can currently do in 4.8.

Honestly I thought Kha was in a good spot in 4.8, like all that needed to happen was reduce the damage reduction while in stealth to like 50 or even 40% and he'd be fine.
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
June 03 2014 22:42 GMT
#8
I'd have thought a patch like that required an Irelia nerf
A backwards poet writes inverse.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
June 03 2014 22:45 GMT
#9
On June 04 2014 07:37 AsnSensation wrote:
maybe this patch might finally unleash rengar on the pro scene again, can't remember the last time he wasn't banned.

They didn't even build crit on Rengar. T_T
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2014-06-03 22:58:15
June 03 2014 22:49 GMT
#10
On June 04 2014 07:41 Kinie wrote:
Quoting myself from previous thread for visibility on my initial opinions of the patch.


Show nested quote +
On June 04 2014 04:50 Kinie wrote:
Yeah, Kha's basically worthless now. They want him as an assassin, but the nerfs are super hard. They should revert the isolation range nerf they just did if they want these updates to go through.

And we're probably back to the Q - E - W evolve path, now that R no longer has the damage reduction on it.

Everything else here is basically bug fixes or slight buffs, with a small nerf to Kass' W, which was needed. Braum got nerfed, but not as hard as I thought he would. Should knock him out of perma-ban status though. They fixed Rumble flamespitter bug on purple side, and Rengar's Q bug.

.... Jungle change basically means that junglers on winning side won't begin to outlevel the other champs on your team? The wording on it is so weird.


Math people think evolved Q might end up dealing more damage than current Kha evolved Q once you hit a certain AD threshold and are in the lategame, but that might mean you have to go full assassin Kha, and not bruiser Kha like you can currently do in 4.8.

Honestly I thought Kha was in a good spot in 4.8, like all that needed to happen was reduce the damage reduction while in stealth to like 50 or even 40% and he'd be fine.

Back before 3.8 it used to be 40%. That's all I remember it as. When did they decide to turn his ult into Alistar ult? Wtf? That's the strongest part of Alistar's kit.

You put that on any other champion, a Tristana, suddenly they might as well give her Kayle ult for 7 seconds.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
June 03 2014 22:51 GMT
#11
This Khazix change feels strange to me. We had him, Eve, Elise and Lee pretty balanced out as the top 4 junglers. So why not buff some other junglers so that they can be in a similar place to them?
http://na.op.gg/summoner/userName=FLABREZU
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
June 03 2014 22:58 GMT
#12
Kha is dead
And no one cares

Braum got some reasonable numbers now. Good changes, like every patch post-champion release :p
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
Kinie
Profile Joined December 2011
United States3106 Posts
Last Edited: 2014-06-03 23:03:50
June 03 2014 23:03 GMT
#13
On June 04 2014 07:58 AlterKot wrote:
Kha is dead
And no one cares

Braum got some reasonable numbers now. Good changes, like every patch post-champion release :p


I kind of care about Kha dying, as I like the champ's design, but it was his numbers that needed work, not the kit itself. I like the idea of an alien-esque thing jumping out of the shadows (or stealth), ganking someone, and leaping away to the shadows once more (or leaping + stealthing away).
Bam Lee
Profile Joined June 2012
2336 Posts
June 03 2014 23:04 GMT
#14
On June 04 2014 07:51 GolemMadness wrote:
This Khazix change feels strange to me. We had him, Eve, Elise and Lee pretty balanced out as the top 4 junglers. So why not buff some other junglers so that they can be in a similar place to them?


This. Everybody filled a role and it felt pretty okay nobody was really op or anything. We had some pantheon and noc in there as well. Now with khazix dead....maybe noc will see some more play?
Gahlo
Profile Joined February 2010
United States35143 Posts
June 03 2014 23:05 GMT
#15
Riot hate junglers 4.9
Slusher
Profile Blog Joined December 2010
United States19143 Posts
June 03 2014 23:06 GMT
#16
I just don't get why the nerf Q and Q evolve in the same patch, like nerfing one nerfs the other you don't have to just hit it all at once.

sometimes...
Carrilord has arrived.
kongoline
Profile Joined February 2012
6318 Posts
Last Edited: 2014-06-03 23:25:50
June 03 2014 23:09 GMT
#17
On June 04 2014 08:04 Bam Lee wrote:
Show nested quote +
On June 04 2014 07:51 GolemMadness wrote:
This Khazix change feels strange to me. We had him, Eve, Elise and Lee pretty balanced out as the top 4 junglers. So why not buff some other junglers so that they can be in a similar place to them?


This. Everybody filled a role and it felt pretty okay nobody was really op or anything. We had some pantheon and noc in there as well. Now with khazix dead....maybe noc will see some more play?

imo he was above them in every aspect, theres a reason why he was 1# banrate for so long when no other jungler was even in top10
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
June 03 2014 23:17 GMT
#18
I'd care if I played Kha, but if that kind of nerf happened to a champ I played, I'd be pissed.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Don_Julio
Profile Blog Joined June 2010
2220 Posts
June 03 2014 23:18 GMT
#19
Pantheon "pops" projectiles. Sounds super buggy already.
FinestHour
Profile Joined August 2010
United States18466 Posts
June 03 2014 23:22 GMT
#20
its ok
new kawaii skin for quinn
everything is ok
thug life.                                                       MVP/ex-
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