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[Patch 4.12] RIP Lucian General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 15 2014 22:25 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 4.12: Live on July 16th, 2014
+ Show Spoiler [Patch Notes] +

Jungle Timers


We want League to be all about the smart decisions you make in the moment and how you make plays around those moments, rather than how well you can track certain timers. There's definitely skill in memorizing information, but our philosophy on gameplay clarity is making sure that skillful decisions can be made with the right information and that players are fighting each other, not the system.

The information you get through clearing an objective is important stuff you've already earned, so we wanted to clarify that through jungle timers. It's also worth mentioning that jungle timers aren't adding new information that hasn't been there before, as they follow the same rules as minimap icons.

  • Jungle timers have been added to the game!

    • Jungle timers currently track the next spawn time of: enemy / team Elder Lizard, enemy / team Ancient Golem, Dragon, and Baron

    • Timers will only start tracking a camp if you or a teammate directly witness a monster camp being fully cleared (similar to minimap icons)

    • If you manage to snipe Baron or Dragon without vision, the timer will set itself off

    • You can access jungle timers by pressing TAB (default key) through the scoreboard. They'll be at the top of the screen.

    • We've also updated monster minimap icons! Check them out!


Back to top


Champions


Ahri


Q does a little more damage and costs less mana.



Ahri's a cool fox gal that we'd like to see more of, but she's currently sitting just below the top-tier mid picks. That said, we don't think she needs too many buffs to keep up, so we focused on her ability to push the wave more efficiently so she can find more opportunities to roam.



Q - Orb of Deception


COST
70/75/80/85/90 mana
⇒
55/60/65/70/75 mana

ABILITY POWER RATIO
0.325 (total: 0.65)
⇒
0.35 (total: 0.7)




Alistar


Ali's mana costs are lower, and his ult now reduces tons of damage, even at lower levels. In exchange, Ali's jungling is weaker.



We really want to bring Alistar back up as a support, but our challenge has been to make sure he doesn't also take up his crown of jungling cow king from the days of old. Access to a 'mini' Malphite Unstoppable Force at level 2 (via his Headbutt + Pulverize combo), combined with guaranteed tower dives and the ability to punt people away from safety makes for a pretty oppressive gank-train from the jungle. We want to give Ali the things he needs to succeed but, like we did with Maokai, we also want to make sure he's in a healthy position to do so. There's a little concern that having 70% damage reduction at level 1 Unbreakable Will might make Alistar a little too good at tower diving (even as a support), but we'll see how these changes affect him first.



Passive - Trample


removedJUNGLE COW
No longer deals double damage to monsters



Q - Pulverize


STUNNING LANDING
Pulverize now correctly matches its visuals by applying a
1.5 second knockup
⇒
1 second knockup followed by a 0.5 second stun (functionally should remain the same)

COST
70/80/90/100/110 mana
⇒
65/70/75/80/85 mana



W - Headbutt


COST
70/80/90/100/110 mana
⇒
65/70/75/80/85 mana



R - Unbreakable Will


newYOU CAN'T MILK THOSE
Damage reduction now applies instantly, rather than after the spell animation

DAMAGE REDUCTION
50/60/70%
⇒
70/70/70%




Caitlyn



And the Yasuos around the world rejoiced.



General


PSYCHIC BULLETS
Fixed a bug where Caitlyn's basic attacks were registering as attacks before they visually hit the target




Ezreal


Ezreal can now hit himself with Essence Flux if he can find a way to get ahead of it. Use with caution please.



Just E into it.



W - Essence Flux


newJUST E INTO IT
Essence Flux can now hit Ezreal in addition to his allies




Garen


This one's for all you Garen junglers out there.



E - Judgment


AOE ON AOE
Garen can now (again) use Tiamat / Ravenous Hydra while spinning




Kassadin


W's cooldown has gone up, Force Pulse slows for a lot but for a shorter period of time.



This guy. Again.

Currently, our focus is on Kass's super snowballing potential where, when he's ahead, he can help both himself and his team succeed by constantly slowing and punching people in the face. We still don't want to go after Kass's iconic Riftwalk (as that's clearly his core strength), but these changes mean Kass will have less offensive windows to go in.



W - Nether Blade


COOLDOWN
6 seconds
⇒
9 seconds



E - Force Pulse


SLOW DURATION
3 seconds
⇒
1 second

SLOW AMOUNT
30/35/40/45/50%
⇒
50/60/70/80/90%




Kha'Zix


We're doing a little follow-up for Kha'Zix, especially with our previous tanky jungler and marksman buffs.



Q - Taste Their Fear


PHYSICAL DAMAGE
55/80/105/130/155
⇒
70/95/120/145/170




Lucian


Lucian's attack ranges have gone down, but E's cooldown will now get reduced with every hit from Lucian's passive. E also has no mana cost, so Lucian will be dashing quite a bit in the mid to late game.



Our design philosophy when approaching a strong champion is to highlight their strengths while also emphasizing their weaknesses (I told you we'd be repeating this a lot). This mostly relates to the concept of meaningful choices, where we want that champ to maintain their strategic value while also having some tradeoff that enemies can play against. Specifically for Lucian, his high generic power (a strong early and late game, high burst, high mobility, etc) meant he could just be blindly picked without much consideration for the enemy team. For a while, this is what made Lucian such a strong competitive pick - he could adapt to any team and could still perform well.

Ultimately our changes are focused on highlighting some of Lucian's strengths as a spell-slinging, mobile marksman, while also emphasizing new weaknesses - like having a lower range. At higher levels with some items (cooldown reduction!!!), Lucian can fluidly chain Es together as long as he has a target to hit with his passive. This also means Lucian will be one of the most mobile mid-range ADCs in teamfights (there are some concerns that he'll be... too mobile thanks to E removing all slows, but we'll keep a close eye here). Having a lower range, however, also means Lucian will need to take more risks in order to get E's cooldown back up, and he might have some tougher matchups during the laning phase (where before he could win almost any lane). This gives us a lot more space to emphasize Lucian's unique traits, and we'll be watching how he performs after these changes.



General


ATTACK RANGE
550
⇒
500

BASE MOVEMENT SPEED
330
⇒
335

BASE HEALTH
470
⇒
500

BASE ATTACK DAMAGE
49
⇒
52



Passive - Lightslinger


THE DOUBLE TAP RULE
Fixed a bug where sometimes Lightslinger would fail to kill a champion because it incorrectly predicted that the first shot would be enough and would use the second shot to last hit a minion. Lightslinger will now always follow the double tap rule by shooting a near-dead champion twice to secure the kill.



Q - Piercing Light


newFARMCIAN
Piercing Light now deals
75%
⇒
100% damage to minions

CAST RANGE
550
⇒
500

COST
60/65/70/75/80 mana
⇒
50/55/60/65/70 mana



E - Relentless Pursuit


newNOW WITH MORE RELENTLESSNESS
Cooldown is now reduced by 1 second per Lightslinger (passive) hit, doubles against enemy champions (2 second reduction per hit, 4 seconds total for a full passive proc)

newNOW WITH MORE PURSUIT
60/45/30/15/0 mana
⇒
0 mana at all ranks

newSMOOTH SHOOTER
Lucian now resets his basic attack timer upon dashing

COOLDOWN
18/16/14/12/10 seconds
⇒
14/13/12/11/10 seconds

removedCULLED
Relentless Pursuit no longer resets on kill during The Culling




Nautilus




Passive - Staggering Blow


SECRET STAGGERING
Fixed a bug where Nautilus' enemies could see his countdown indicator




Quinn


Some bugfixes for Quinn to give her a little more consistency in play.



E - Vault


LOOK VAL, SNACKS
Now always causes Valor to immediately mark the target, even if Valor is in the process of marking another nearby enemy

PROPER FORM
Fixed a bug where Quinn would sometimes propel herself in the wrong direction




Rengar


This bugfix might be a significant hit to Rengar's jungling effectiveness (he was proccing Madred's Razors twice), but we'll track his performance over time.



General


A FINE COLLECTION
Rengar will now correctly say a line whenever he upgrades his Bonetooth Necklace



Q - Savagery


BUGFIX
Fixed a bug where Savagery was triggering on-hit effects twice




Vel'Koz




Q - Plasma Fission


KNOWLEDGE THROUGH DISINTEGRATION
Plasma Fission will now split after Vel'Koz has died




Yasuo




E - Sweeping Blade


BUGFIX
Fixed a bug where Sweeping Blade sometimes didn't count as a spellcast for various items and champion abilities




Ziggs




Passive - Short Fuse


SHORTER FUSE
Fixed a bug where Satchel Charge wasn't properly reducing Short Fuse's cooldown


Back to top


Items


The Bloodthirster


Bloodthirster now gives even more life steal and the shield decays slower. The max shield, however, has been reduced, and Bloodthirster's life steal is now unique (to itself).



We made Bloodthirster a bit generic when we reworked the passive to a shield, because its other stats (life steal and AD) could be nabbed via other items just as easily. These changes are to push Bloodthirster as the sustain / defense item for anyone who wants to pick up AD along the way. As an aside, the UNIQUE life steal on Bloodthirster means you can't stack BTs for +40%/+60% extra life steal, but it'll still stack with any other life steal items like Vamp Scepter, Blade of the Ruined King, Ravenous Hydra, etc.


LIFE STEAL
15%
⇒
20%

newUNIQUENESS
Life Steal is now UNIQUE

BLOODY SHIELD
50 - 440
⇒
50 - 350

TIME BEFORE SHIELD DECAYS
15 seconds
⇒
25 seconds




Essence Reaver


Now builds out of B.F. Sword and gives 80 attack damage. We just re-stated the changes in a sentence.



We were a little safe with Essence Reaver because there are a few champions who can get crazy strong with a mana-focused item. After seeing it in the wild, however, Essence Reaver just wasn't giving enough of a power spike for anyone building it, so we're rectifying that to make it more attractive as a pickup.


RECIPE
Pickaxe + Vampiric Scepter + 975 gold
⇒
B.F. Sword + Vampiric Scepter + 1050 gold

TOTAL COST
2650 gold
⇒
3400 gold

ATTACK DAMAGE
60
⇒
80




Ardent Censer


+10 AP. Literally.



We were also pretty conservative with Ardent Censer, given its high potential as an item (attack speed for everyone!). So... we gave it more AP.


ABILITY POWER
30
⇒
40




Manamune


Now builds out of Pickaxe instead of Longsword, costs a little more and has slightly more AD.



Making this change lets us smooth out the build path for Manamune rather than front-loading it with cheap items and then waiting a full 1000g+ to upgrade.


RECIPE
Tear of the Goddess + Longsword + 1040 gold
⇒
Tear of the Goddess + Pickaxe + 625 gold

TOTAL COST
2100 gold
⇒
2200 gold

ATTACK DAMAGE
20
⇒
25




Sunfire Cape


Now with sunnier fire. Or fierier sun. BOTH?!


CLARITY
Damage aura visuals are now more fiery and aggressive


Back to top


Summoner Spells


Exhaust



Earlier in the season, we updated the visual and sound effects of our summoner spells. We're happy with the changes, but in Exhaust's case, we think combining the fidelity of our Exhaust update with the visual impact of old Exhaust gets us the best of both worlds.


CLARITY
Visuals have been updated to improve readability



Back to top


Howling Abyss


removedJungle Items



The following jungle items have been removed from the Howling Abyss:


  • Hunter's Machete

  • Spirit Stone

  • Quill Coat

  • Spirit of the Ancient Golem

  • Spirit of the Elder Lizard

  • Spirit of the Spectral Wraith



Back to top


Twisted Treeline


Fixing some bugs we found with Twisted Treeline, along with a small balance tweak for the Ichors, which are statistically very strong so we wanted to trim just a bit of their power.



Jungle Monsters



UNHEALTHY MONSTERS
Fixed a bug where all monsters (not just the big ones) were giving a regeneration sigil



Ichor of Rage


DURATION
4 minutes
⇒
3 minutes



Ichor of Illumination


DURATION
4 minutes
⇒
3 minutes



Spirit of the Ancient Golem


removedWARDING ACTIVE
Ward active ability has been removed for Twisted Treeline

newUNIQUE PASSIVE
Now has UNIQUE passive Trap Detection: Nearby stealthed enemy traps are revealed

newUNIQUE ACTIVE
Now has UNIQUE active Trap Detection: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown)



Back to top


Twisted Treeline and Crystal Scar


Kayle




R - Intervention


COOLDOWN
100 / 90 / 80 seconds
⇒
110 / 95 / 80 seconds



Lord Van Damm's Pillager



DAMAGE
70
⇒
80



Back to top


Twisted Treeline, Crystal Scar & Howling Abyss


We're buffing Grez's Lantern to help it keep up with the other jungle items on these maps. The newly revamped Lightbringer is to give marksmen a more enticing vision-focused item on the map.



new Grez's Spectral Lantern



This item has been remade - we will be listing only the new stats!



removedMAPS
Grez's Lantern is no longer available on Howling Abyss and Crystal Scar

RECIPE
Madred's Razors + Long Sword + Dagger + 180 gold (total cost: 1765 gold)

ATTACK DAMAGE
+15

ATTACK SPEED
+30%

UNIQUE PASSIVE
Now has UNIQUE passive Maim: Basic attacks against monsters deal 50 bonus magic damage and restore 8 health

UNIQUE PASSIVE
Owner now gains +30% increased gold from monsters

UNIQUE PASSIVE
Now has UNIQUE passive Trap Detection: Nearby stealthed enemy traps are revealed

UNIQUE ACTIVE
Now has UNIQUE active Trap Detection: Covers a target area in a stealth-detecting mist that grants vision for 5 seconds and reveals enemies that enter it for 3 seconds (60 second cooldown)




new The Lightbringer



This item has been remade - we will be listing only the new stats!



RECIPE
Wicked Hatchet + Cloak of Agility + 350 gold (total cost: 2280 gold)

ATTACK DAMAGE
+30

CRITICAL STRIKE CHANCE
+30%

CRITICAL VISION
Critical strikes now cause the target to bleed for an additional 90% of your bonus attack damage as physical damage over 3 seconds and are revealed for the duration of the bleed.


Back to top


Intro Bots


Intro Bots is a new difficulty of Co-Op vs. AI designed for players brand new to League of Legends. In addition to changes to bot AI, there are a variety of tutorial-style features designed to help new players pick up some of League's basic lessons over the course of a few games. Check out our dev blog to get the full scoop on how we're approaching the onboarding experience.

  • Intro is now the default level of Co-op vs. AI for new players

  • Players above Summoner Level 10 will receive reduced IP/XP rewards and can't earn their First Win of the Day bonus from the Intro Bots queue


Back to top


New Audio Engine


Back in 4.7, we started a multi-patch process to ship files for our new audio engine. We're happy to announce that process is now complete and the engine will be going live with 4.12! Our new audio engine brings a few immediate improvements, but more importantly will help us focus on providing a more immersive and engaging League of Legends experience moving forward. Check out our earlier post for more details!

  • Made improvements to stereo imaging and panning

  • Added proper support for Surround Sound

  • Made subtle improvements to audio clarity


Back to top


Bugfixes


  • Smoothed out a few small delays when the item shop, options menu and death recap are opened for the first time in a match

  • Fixed a graphical bug with start-of-game tips

  • Fixed a bug that occasionally applied duo queue restrictions to queues other than ranked solo/duo

  • Players who have negative LP from dodging ranked queues can no longer automatically reset their LP to 0 with a single ranked win

  • Fixed a bug that occasionally caused players with low LP to be demoted when losing a ranked match that would drop them to 0 LP

  • Fixed an issue with ranked teams sometimes not being promoted after winning a promo series

  • Fixed an issue with players sometimes being unable to join a new ranked team after leaving another


Back to top


Upcoming Skins


The following skins will be released at various times during Patch 4.12:





Mecha Aatrox



Mecha Malphite






+ Show Spoiler [Previous GD Threads & Patch Notes] +

Maokai Rework General Discussion
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RIP Kha'Zix General Discussion
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CUDDLY INCOMING! ヽ(*・ω・)ノ
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PreSeason 4 General Discussion
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Lissandra General Discussion
Nerf Everything Not Nami General Discussion
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Patch 3.02 General Discussion
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Preseason Balance Update 1
Preseason 1 General Discussion
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Capped
Profile Blog Joined June 2011
United Kingdom7236 Posts
July 15 2014 22:27 GMT
#2
Should probably start playing again on this patch and try and get to gold :| Got to silver 1 failed one gold promo and stopped playing lol. Anyone wanna duo?
Useless wet fish.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
July 15 2014 22:28 GMT
#3
lucian is not even close to being dead, he will just have a very different playstyle now. He is definitely weak in the current meta but I think he will break out as strong in this new form once it shifts a little. (aka nerfs on the long range monsters trist/kog/cait)
I come in for the scraps
Slayer91
Profile Joined February 2006
Ireland23335 Posts
July 15 2014 22:31 GMT
#4
"Buffs to tanky junglers"
lol by that they mean nerfs to tanky junglers
arb
Profile Blog Joined April 2008
Noobville17921 Posts
July 15 2014 22:32 GMT
#5
cow gonna be real good with those mana buffs
Artillery spawned from the forges of Hell
AsnSensation
Profile Joined April 2011
Germany24009 Posts
Last Edited: 2014-07-15 22:35:11
July 15 2014 22:33 GMT
#6
Riot cares so little about EU that they don't even announce bo5 semifinals in the Gamescom announcement but only in the PAX announcement!

http://euw.leagueoflegends.com/node/18990
http://na.lolesports.com/articles/showdown-seattle-na-regionals-heading-pax-prime
onlywonderboy
Profile Joined August 2012
United States23745 Posts
July 15 2014 22:34 GMT
#7
On July 16 2014 07:28 VayneAuthority wrote:
lucian is not even close to being dead, he will just have a very different playstyle now. He is definitely weak in the current meta but I think he will break out as strong in this new form once it shifts a little. (aka nerfs on the long range monsters trist/kog/cait)

Well for all intents and purposes he's dead for the time being. At least in the burst oriented lane bully that we had come to know.
RIP Ryan Davis / TL or Die / @onlywonderboy
Crusnik
Profile Joined December 2010
United States5378 Posts
July 15 2014 22:39 GMT
#8
Welp, Lucian is deader than a doorknob now, but that Aatrox skin doe...

The rest is kinda meh, BT changes are...interesting? But the rest doesn't really interest me since none of the champions I play are really effected this patch, although I may pick up Garen for the lols.
Steam: rook492
cLutZ
Profile Joined November 2010
United States19574 Posts
July 15 2014 22:41 GMT
#9
On July 16 2014 06:09 Hagen0 wrote:
Reading these threads I always get the impression that LoL champion balance is incredibly fickle. Minor nerfs seem to render powerful champions unplayable and slight itemization changes make previously rarely used champions into first picks. Is my impression wrong?


No, its not, and it is because in LOL powercurves are incredibly similar for most champions, and very few champions have some sort of farming steroid that would let them catch up if behind.

For instance, lets say you have a matchup that is fairly well balanced, lets say Renekton vs. Shyvana (I dont want to debate whether that is true). Now, in this one Renekton is a little stronger early, and Shyvana late, but there is a long midgame area where they are about equal in power, which is not based on only the champions, but it is based on that an equally skilled Renekton will be 10, 20, 30, etc CS, and Y exp ahead. Now, lets say you take 3% off Renekton's base, sure he is technically only 3% weaker, but that 3% also translates into him losing a significant chunk of the midgame CS lead that was "assumed" to be part of the matchup. So really, the nerf is a double nerf.

However that affect is even more pronounced in an "even powercurve" matchup because you actually will never have a point that you are ahead (and can try to leverage), but you will continually fall behind as if you had made a mistake, even though you have not.

On July 16 2014 06:15 arb wrote:
Show nested quote +
On July 16 2014 06:09 Hagen0 wrote:
Reading these threads I always get the impression that LoL champion balance is incredibly fickle. Minor nerfs seem to render powerful champions unplayable and slight itemization changes make previously rarely used champions into first picks. Is my impression wrong?

People over react, the league community is especially bad for it.

-2 damage could kill a champion permanently in their eyes.
Always wait till a while after patch notes and see what the pros/koreans are doing before making any sort of "hurr this champion is dead" call


I disagree with this sentiment for the reason above. Indeed some nerfs are not huge, other nerfs are quite huge. Often the nerfs that people point out and say "LOL what an overreaction" just are demonstrations of a greater than previously perceived imbalance.
Freeeeeeedom
aurawashere
Profile Joined September 2010
Canada454 Posts
July 15 2014 22:44 GMT
#10
did they make essence reaver worse than it already is...
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
Last Edited: 2014-07-15 22:51:36
July 15 2014 22:49 GMT
#11
On July 16 2014 07:28 VayneAuthority wrote:
lucian is not even close to being dead, he will just have a very different playstyle now. He is definitely weak in the current meta but I think he will break out as strong in this new form once it shifts a little. (aka nerfs on the long range monsters trist/kog/cait)

I just want to say for the record, I don't actually think Lucian will be dead now. It was simply the fact that there is no new champion this patch and no major rework. Lucian happened to have the most significant change this patch.

Thread titles are mostly just tongue-in-cheek from me. Don't take it literally.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
VayneAuthority
Profile Joined October 2012
United States8983 Posts
July 15 2014 22:53 GMT
#12
On July 16 2014 07:49 NeoIllusions wrote:
Show nested quote +
On July 16 2014 07:28 VayneAuthority wrote:
lucian is not even close to being dead, he will just have a very different playstyle now. He is definitely weak in the current meta but I think he will break out as strong in this new form once it shifts a little. (aka nerfs on the long range monsters trist/kog/cait)

I just want to say for the record, I don't actually think Lucian will be dead now. It was simply the fact that there is no new champion this patch and no major rework. Lucian happened to have the most significant change this patch.

Thread titles are mostly just tongue-in-cheek from me. Don't take it literally.


you ninja darkness'd my post, lucian was also the discussion of the end of the last thread. wasnt really directed at anything
I come in for the scraps
LightningStrike
Profile Joined February 2011
United States14277 Posts
July 15 2014 23:03 GMT
#13
Lucian will still be strong but I think he not like top 2 adc anymore but he like top 5 still since the changes.
May the next light shine/Former #1 Alliance LoL fan/ Current Teamliquid LoL Fan
IMoperator
Profile Joined October 2011
4476 Posts
July 15 2014 23:04 GMT
#14
implying he was top 2 after bt got nerfed
nafta
Profile Joined August 2010
Bulgaria18893 Posts
Last Edited: 2014-07-15 23:08:42
July 15 2014 23:07 GMT
#15
On July 16 2014 07:53 VayneAuthority wrote:
Show nested quote +
On July 16 2014 07:49 NeoIllusions wrote:
On July 16 2014 07:28 VayneAuthority wrote:
lucian is not even close to being dead, he will just have a very different playstyle now. He is definitely weak in the current meta but I think he will break out as strong in this new form once it shifts a little. (aka nerfs on the long range monsters trist/kog/cait)

I just want to say for the record, I don't actually think Lucian will be dead now. It was simply the fact that there is no new champion this patch and no major rework. Lucian happened to have the most significant change this patch.

Thread titles are mostly just tongue-in-cheek from me. Don't take it literally.


you ninja darkness'd my post, lucian was also the discussion of the end of the last thread. wasnt really directed at anything

How is a champ being trash in current meta not make him weak?You could say that about literally every single champ in the game.

Also vayne exists which is kind of a problem for him.
Gahlo
Profile Joined February 2010
United States35142 Posts
July 15 2014 23:10 GMT
#16
On July 16 2014 08:03 LightningStrike wrote:
Lucian will still be strong but I think he not like top 2 adc anymore but he like top 5 still since the changes.

He was top 5 before this. I'll be surprised if he sees play once tournament realm rolls over.
GreggSauce
Profile Blog Joined March 2010
United States566 Posts
Last Edited: 2014-07-15 23:13:36
July 15 2014 23:13 GMT
#17
I'm so confused...My friend is a lucian main and played it on the PBE...his laning phase is done for but his skirmishes are scarier than all hell. Might actually be a stronger carry than vayne because of his mobility

edit- lucian was middle tier after the item changes, people just chose to still play him, not because he was a strong pick.
Must not sleep, must warn others
K3Nyy
Profile Joined February 2010
United States1961 Posts
July 15 2014 23:16 GMT
#18
Honestly I don't think they even had to nerf Lucian. He was already being shoved out as a "must pick" adc.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
July 15 2014 23:18 GMT
#19
Man, I don't want Ahri to come back. Fuck Ahri.
http://na.op.gg/summoner/userName=FLABREZU
miicah
Profile Joined February 2011
Australia2470 Posts
July 15 2014 23:19 GMT
#20
Lucian mid for Dade now?
@miicah88
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