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[Patch 4.14] Gnar General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
Last Edited: 2014-08-12 21:44:10
August 12 2014 20:56 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.

Gnar, the Missing Link, will be released a bit later during Patch 4.14

Patch 4.14: Live on Aug. 13th, 2014
+ Show Spoiler [Patch Notes] +

Champions


Gnar



Gnar, the Missing Link, will be released a bit later during Patch 4.14!





Corki


Soon!?



General


SOON
Soon.




Gragas


Gragas has new recommended items (HELLO LICH BANE) and his E always carries him the maximum distance.



When you got a belly that big, momentum's working against you, man.



General


THIS HELPS MORE THAN YOU'D THINK
Updated recommended items


E - Body Slam


ALL IN THE HIPS
Gragas now always travels the full distance in the direction of the cast (still stops on first target he hits)




Kassadin


Riftwalk now has a longer period of time before it resets its damage / mana cost stacks.



Although we want Kassadin's iconic strength be his super mobility, we also want him to be thinking hard about when and how often he jumps around.



R - Riftwalk


WAS MORE LIKE A RIFTSPRINT
12 seconds
⇒
20 seconds




Kayle




General


KNOWN BUG
Due to a bug, Kayle is temporarily receiving
2.2 attack speed per level
⇒
2.5 attack speed per level. This will be reverted as soon as possible!




Kog'Maw


Koggy moves slower and R chunks champions for less.



Despite our changes in 4.13, Kog'Maw still has few weaknesses for his ultra-powerful late game identity. Since our goal is to to preserve a champion's strategic strengths even as we reduce power, we started with Kog's core weaknesses (low mobility) before tackling his early game strengths.



General


BASE MOVEMENT SPEED
330
⇒
325


E - Void Ooze


WHEN DID YOU EAT THAT, KOG'MAW
Has new particles, looks more gross


R - Living Artillery


BONUS BASE MAGIC DAMAGE TO CHAMPIONS
125%
⇒
100%




Lulu




W - Whimsy


NOT A NERF WE SWEAR
Tooltip fixed to correctly state the polymorph duration as
1.5 to 2.5 seconds
⇒
1.25 to 2.25 seconds (actual value unchanged)




Maokai


W's damage has been reduced and R has a max duration of 10 seconds per cast.



Maokai's a pretty cool dude and we're always happy to see a magical tree beating up dragons and yordles, but having a 100% uptime on Vengeful Maelstrom doesn't offer many windows of opportunity (otherwise known as counterplay!), and we may have overshot slightly on his base power.



W - Twisted Advance


BASE MAGIC DAMAGE
9/10.5/12/13.5/15% max health
⇒
9/10/11/12/13% max health

ABILITY POWER RATIO
+4% max health damage per 100 AP
⇒
+3% max health damage per 100 AP


R - Vengeful Maelstrom


newMAXIMUM DURATION
10 seconds




Morgana


Black Shield has a lower base and R doesn't nuke as hard.



Regardless of how she's played (as a mage or a support), Morgana brings a lot of utility and damage to the table, so we're looking to reduce some of her overall effectiveness. While we don't usually talk about specific changes in the context, reducing the base value on Black Shield means support Morgana will have to choose between the defense it provides and the offensive power she gets from leveling Dark Binding, while mage Morgana will be less affected with her AP ratios compensating at rank 1.



E - Black Shield


BASE SHIELD
95/160/225/290/355
⇒
70/140/210/280/350


R - Soul Shackles


BASE MAGIC DAMAGE
175/250/325
⇒
150/225/300

TOTAL POSSIBLE MAGIC DAMAGE PER TARGET
350 / 500 / 650
⇒
300 / 450 / 600




Orianna


Although we really like Orianna's complexity and high skill potential, she's often seen as a very reliable - and safe - choice for any team who needs a well-rounded mage. These changes are to give Ori's lane opponents a little more breathing room (especially melee) against her as she winds up for the mid to late game.



General


BASE ATTACK DAMAGE
47
⇒
41




Rengar


R's cooldown is longer and the warning indicator's range is increased. Also Rengar's prey will always have a warning indicator if he's within range, even if he's hiding behind a wall. Obtaining the giga-rare 'Head of Kha'Zix' gives Rengar more vision while stalking in brush.



While Rengar's Thrill of the Hunt is usually quite fun for him, we've seen he can be a little frustrating to play against - particularly in the early game when he's roaming everywhere, and in the late game when his prey is usually dead as they see the warning indicator. The short-form of this context would be that we want Rengar's ganking power to... Slow Down!



General


BUG-FREE KITTY
Fixed a rare bug where Rengar would not leap from a brush if he recently flashed into it


Head of Kha'Zix


newDON'T ASK HOW THIS WORKS
Rengar now has increased vision range while in a brush with the Head of Kha'Zix


R - Thrill of the Hunt


newX-RAY CAT FINDER
Warning indicator now appears even if Rengar is in the fog of war while stealthed. In other words, if Rengar is within 1250 range of any opponent while stealthed via Thrill of the Hunt, they will be notified.

LONG RANGE CAT FINDER
Warning indicator range increased from
1000
⇒
1250

COOLDOWN
120/95/70 seconds
⇒
150/110/70 seconds




Syndra


R no longer deals damage to untargetable champions, causing fewer opponents to rage.



Now you should be able to fully dodge a Syndra ult if you time your abilities right.



R - Unleashed Power


SLIGHTLY LEASHED POWER
Fixed a bug where Unleashed Power's Dark Spheres were still dealing damage to targets who had become untargetable (via Rappel, Zhonya's Hourglass, Playful/Trickster, etc)




Thresh


Thanks to one particularly intrepid player, we've fixed a longstanding bug with Thresh's Flay.



E - Flay


THANKS DUDE
Fixed a bug where Flay would sometimes not move opponents




Xerath


R's delay between shots doesn't scale with cooldown reduction.



We always intended for Xerath's ultimate to be very dodgeable in a one-on-one situation, as he should be relying on his teammates for help. While we could technically position this as a bugfix, this is a definite power reduction for Xerath, so we're calling it a nerf fix (as opposed to a buff fix).



R - Rite of the Arcane


NERF FIX
The delay between Arcane Barrages
scales with cooldown reduction
⇒
is fixed at 0.6 seconds between individual shots




Zed


Death Mark now places Zed behind his prey and allows him to ignore unit collision while active, finally making him a real-er ninja.



Zed lost a lot in 4.10 with our marksman itemization changes, but he's still performing consistently at the highest levels of play. That said, we saw we could give him some small usability buffs to help him stick to his Death Marked targets better.



R - Death Mark


newTHE UNSEEN ZED IS THE DEADLIEST
When Zed uses Death Mark on a target, he dashes
in front of them
⇒
behind them

newTHE UNBLOCKABLE ZED IS THE DEADLIEST
Zed now ignores unit collision while the Death Mark is active on a target



Back to top


Twisted Treeline, Crystal Scar & Howling Abyss


Sanguine Blade



We're making Sanguine Blade a little more player friendly by extending that passive duration. The small shift from lifesteal to AD is just to make Sanguine Blade more promising as a high-AD item, but we didn't want that lifesteal to get out of hand.


PASSIVE DURATION
4 seconds
⇒
8 seconds

ATTACK DAMAGE
40
⇒
45

LIFESTEAL
15
⇒
10


Back to top


Post Game Lobby


We forgot to mention in 4.13 that we've updated the buttons in the post game lobby. The new buttons have a modernized look and feel and should help reduce misclicks. We also did a bit of cleanup this patch based on initial feedback.


HAPPY CLICKING!
Post game lobby buttons have been updated


Back to top


Player Behavior


Suggested Players



We're introducing Suggested Players to help fill out premade lobbies. The initial list includes players from your recent victories as well as any premades you queued together with in your last match, but over time will be expanded to include groups like honorable players, potential friends and friends of friends.

  • Hosts and Captains of all matchmaking queues will now see a list of "Suggested Players" they can invite to fill out premade groups. The list includes:

    • Premades you queued together with in your last match

    • Team members from matches you've recently won




Chat Restrictions


Although 75% of players improve their behavior after just 1 set of chat restrictions, in some cases the system was handing out fewer initial restrictions than it should have, resulting in back-to-back waves of restrictions. We've tuned the system to be more accurate with the first wave - for example, one set of 30 instead of three sets of 10.

  • The Chat Restriction system is now more accurate with its first set of restrictions, reducing instances of back-to-back restriction waves


Back to top


Custom Lobby Spectating


We've upped the number of spectators that can join a custom lobby. This should be especially useful for local tournament scenes!


CONVENIENCE
Increased the maximum number of custom lobby spectator slots from 2 to 4


Back to top


Patcher Speeds


Patching and installing have been sped up a bit. These changes are separate from the upcoming Patcher & Landing Page Refresh, which will inherit these improvements when released a bit further down the road.


FRESH INSTALLS
League of Legends installs roughly 15% faster

PATCHES
League of Legends updates roughly 7% faster



Back to top


Audio Engine


Now that the new engine is up and running, we're removing old files that aren't needed any more. This'll clear out over half of the audio files currently stored on your computer (the new engine is slimmer than the old one!) and reduce the number of files we need to update in future patches.


YOU SHOULD DEFRAG
Removed about 700 MB of obsolete audio files


Back to top


Bugfixes


  • Fixed a bug where the game clock would occasionally become desynchronized, causing buffs to appear to spawn too early

  • Pink wards are pink again!

  • Relic Shield and its upgrades no longer execute Heimerdinger's turrets (in line with the 4.12 change which removed the execute from Yorick's ghouls and Zyra's plants)

  • Quinn's E - Vault no longer causes weird text to appear

  • Targeting an ally with Zilean's Q - Time Bomb no longer pops their spellshield effects


Back to top


Upcoming Skins


The following skins will be released at various times during Patch 4.14:





Dino Gnar



Arcade Miss Fortune



Riot Kayle





so long and thanks for all the fish


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

Sona Update General Discussion
RIP Lucian General Discussion
Maokai Rework General Discussion
Nidalee/Skarner Rework General Discussions
RIP Kha'Zix General Discussion
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CUDDLY INCOMING! ヽ(*・ω・)ノ
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2014-08-12 21:03:28
August 12 2014 20:59 GMT
#2
Orianna. T_T I wonder how stronger it'll make shit like Kassadin, Fizz and Zed who'll suffer much less against her now.

I also wish Riot would look at other, unpopular chaampions for adjustments, before they touch stuff like Zed or Ahri. You don't promote diversity by trying to bring back recent champions as soon as they get phased out by the meta with unneeded buffs. :/
Cant take LMS hipsters serious.
koreasilver
Profile Blog Joined June 2008
9109 Posts
August 12 2014 21:01 GMT
#3
Zed buff is pretty real. Looking forward to playing him more again.
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2014-08-12 21:02:29
August 12 2014 21:01 GMT
#4
Honestly the best part about this patch cycle is how they loaded up like 3 Zed buffs on to the pbe the day before white vs. Blue and after Dade broke him out multiple times, including in blind pick (other mid not picked) situations, and the next day all of the buffs were gone lol.

I'm glad they gave him something, if this is helpful, anyway, I like Zed being good because I think he's cool, no real good reason lol
Carrilord has arrived.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 12 2014 21:03 GMT
#5
Lol at the syndra change. been a problem since her release, waited until it happened in LCS to fix.
AsnSensation
Profile Joined April 2011
Germany24009 Posts
August 12 2014 21:04 GMT
#6
Riot's basically handing the Trophy to Dade already with that Zed buff.
LightningStrike
Profile Joined February 2011
United States14277 Posts
August 12 2014 21:04 GMT
#7
On August 13 2014 06:01 Slusher wrote:
Honestly the best part about this patch cycle is how they loaded up like 3 Zed buffs on to the pbe the day before white vs. Blue and after Dade broke him out multiple times, including in blind pick (other mid not picked) situations, and the next day all of the buffs were gone lol.

I'm glad they gave him something, if this is helpful, anyway, I like Zed being good because I think he's cool, no real good reason lol

I think in the blind pick dade was thinking that Pawn would go Kassadin and Zed is a good counter to Kassadin since the rework. Hell even before the rework Zed was a big counter to Kassadin.
May the next light shine/Former #1 Alliance LoL fan/ Current Teamliquid LoL Fan
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2014-08-12 21:06:54
August 12 2014 21:06 GMT
#8
I tried to be clear with the parentheses, Pawn could see his pick, it was not blind pick (format)
Carrilord has arrived.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
August 12 2014 21:06 GMT
#9
6 AD less holy batman
(╯°□°)╯︵ ┻━┻
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2014-08-12 21:07:54
August 12 2014 21:07 GMT
#10
I'm kinda scared of the Ori nerf just because of the heros she keeps in check. All of them have potential to hard carry if they have a good early game.
Carrilord has arrived.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
August 12 2014 21:09 GMT
#11
On August 13 2014 05:59 Alaric wrote:
Orianna. T_T I wonder how stronger it'll make shit like Kassadin, Fizz and Zed who'll suffer much less against her now.

I also wish Riot would look at other, unpopular chaampions for adjustments, before they touch stuff like Zed or Ahri. You don't promote diversity by trying to bring back recent champions as soon as they get phased out by the meta with unneeded buffs. :/


yeah but orianna is stupidly strong on any good player in every situation, at least kass and fizz and zed have to jump in to do damage
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
August 12 2014 21:09 GMT
#12
morgana is her Q, always was.
The long Q, the weakness without Q and the soul shackles is what defines her.

Its not an easy skill to aim, it has a cast time and its pretty slow.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
August 12 2014 21:13 GMT
#13
On August 13 2014 06:09 LaNague wrote:
morgana is her Q, always was.
The long Q, the weakness without Q and the soul shackles is what defines her.

Its not an easy skill to aim, it has a cast time and its pretty slow.

its also always been super deceptive with the animation. never looks like its going to hit on the edge but does. she'd become instantly worse in solo queue if the animation was made more representative of the hitbox.

Usagi
Profile Blog Joined August 2010
Spain1647 Posts
August 12 2014 21:17 GMT
#14
I couldnt be happier about the thresh fix, I have been complaining aout flay bug since release.
Terranasaur
Profile Joined May 2011
United States2085 Posts
August 12 2014 21:18 GMT
#15
No Cow Nerfs. Hallelujah
Decisions Determine Destiny - Terranasaur#1719 D3 #557 SC2 3DS FC: 2423-3623-8068
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
August 12 2014 21:24 GMT
#16
Maokai nerfs arent even that bad. W nerf is warranted granted it did a fuckton to full HP opponents from the base damage and Ult duration cap is insignificant considering the max time people have the ult on themselves is 10-15(20 MAX)
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
Celial
Profile Blog Joined June 2006
2602 Posts
August 12 2014 21:24 GMT
#17
Dont be too happy, next patch supposedly big!
Do not regret. Always forward, never back.
Embir
Profile Joined January 2011
Poland567 Posts
August 12 2014 21:25 GMT
#18
Am I see a constant pattern here? I play LoL for about year and a half and I can only see constant cycle of nerfs. It looks like this to me:

1) Some heroes are strong, thus RIOT nerf them to allow new heroes to emerge
2) New heroes emerge (as planned) RIOT nerf them too, to allow next bunch of heroes to emerge
3) repeat ad nauseum all above

Seriously are Rioteers fucking idiots? Because it is becoming really frustrating to play this game. After some epic Kha'Zix nerfs i stopped buiyng skins. Now I slowly start to hating learning new champs - why should I invest time to learning new champ if he will be nerfed to the fucking ground?? (hi Rengo).

Am I the only one frustrated here?
Gahlo
Profile Joined February 2010
United States35158 Posts
August 12 2014 21:25 GMT
#19
It amuses me to no end that Riot prefers mids being better gankers than junglers.
KissBlade
Profile Blog Joined October 2004
United States5718 Posts
August 12 2014 21:30 GMT
#20
SIX damage? What the hell?!

Fcking Riot >_<
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