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On October 10 2014 14:10 TheYango wrote: The tower changes are interesting. The main thing that seems weird to me at the outset is that it's convoluted for different towers to have different defender mechanics. It would be easier on a new player if the inner and inhibitor towers have the same mechanics but numerically tuned for their respective needs.
Having to learn Beam and Shielding as separate mechanics seems needlessly convoluted to me.
I kind of agree in regards to the Shielding mechanic.
The beam one is really simple because it's just an extension of what towers already do, ramp up in damage. The inhibitor towers will just ramp up faster. Don't know why they don't give it to Nexus towers though.
But the Shielding mechanic is weird. I get the concept. If somebody loses lane hard to a split pusher, they want them to be able to hold at the inner tower instead of feeling hopeless. But it just seems so visually convoluted to have the inner tower do this and the other towers not.
I'd like it a lot more if the towers themselves on the new SR looked different so it's easy to see that they behave differently.
All in all though there's a lot of stuff in this list that both benefits and hinders split pushing, so it will be very hard to see what the results will be before seeing actual games.
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Didn't Flare have its numbers changed a shit ton before/upon release?
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United States47024 Posts
Ok this PBE patch is pretty much DotA, lol.
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The goofy vision runes in top/bot jungle definitely remind me of DotA, and I don't even play DotA.
What other things are like DotA?
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United States47024 Posts
High ground "miss chance", % based regen, certain new items (Bracer->"Drums", Heart of the Warmog, etc.).
Was joking, but some of the ideas show obvious influences.
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On October 10 2014 14:10 TheYango wrote: The tower changes are interesting. The main thing that seems weird to me at the outset is that it's convoluted for different towers to have different defender mechanics. It would be easier on a new player if the inner and inhibitor towers have the same mechanics but numerically tuned for their respective needs.
Having to learn Beam and Shielding as separate mechanics seems needlessly convoluted to me.
The bonus MS/resistance in base is essentially analogous to high ground miss chance, but with the RNG component removed. A little boring, but not a bad direction to go. What if they changed how they look significantly to match their different mechanics?
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Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8%
They are buffing Zilean.
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On October 10 2014 14:17 Dark_Chill wrote: Didn't Flare have its numbers changed a shit ton before/upon release?
It was nerfed before release and then nerfed again after release. If Ketera thought he did any math that showed that it was bad before the second nerf then he is mistaken.
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On October 10 2014 14:03 Ketara wrote: I remember people saying that nobody would buy Flare because Elder Lizard would do more damage until like 40 minutes into the game, explaining with math that this was bullshit, and being flamed for it anyway.
Just quoting myself for reading comprehension purposes, seems needed.
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On October 10 2014 14:38 miicah wrote:Show nested quote +Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8% They are buffing Zilean. I think they're removing him from giving exp to allies, looks like a nerf to me
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On October 10 2014 14:42 Ketara wrote:Show nested quote +On October 10 2014 14:03 Ketara wrote: I remember people saying that nobody would buy Flare because Elder Lizard would do more damage until like 40 minutes into the game, explaining with math that this was bullshit, and being flamed for it anyway. Just quoting myself for reading comprehension purposes, seems needed.
My bad, i clearly read things incorrectly every once and a while.
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United States47024 Posts
Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds. Does this mean that rather than Lifesteal and Spellvamp getting split by damage source (autoattack vs. spell), we're getting Physical and Magical Vamp split by damage type?
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On October 10 2014 14:43 Complete wrote:Show nested quote +On October 10 2014 14:38 miicah wrote:Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8% They are buffing Zilean. I think they're removing him from giving exp to allies, looks like a nerf to me
Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8%
See bolded, unless they forgot to remove that part?
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On October 10 2014 14:53 krndandaman wrote:Show nested quote +On October 10 2014 14:51 TheYango wrote:Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds. Does this mean that rather than Lifesteal and Spellvamp getting split by damage source (autoattack vs. spell), we're getting Physical and Magical Vamp split by damage type? huh that sounds weird. I feel like I'm going to bitch about that item when I see a riven with it
Lifesteal is so good on Riven as is, if the (physical) spellvamp being added to it has any sort of trade off it will probly be a net nerf since all of her skills are aoe.
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On October 10 2014 14:57 miicah wrote:Show nested quote +On October 10 2014 14:43 Complete wrote:On October 10 2014 14:38 miicah wrote:Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8% They are buffing Zilean. I think they're removing him from giving exp to allies, looks like a nerf to me Show nested quote +Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8% See bolded, unless they forgot to remove that part? The from before that indicates "This is what it is changing to" from "This is what it was before."
Spellvamp from physical abilities is a mega trap unless they remove the AOE deduction that Spell Vamp has for Physical Vamp. Not to mention, if it's only on an Elixer, I don't see it being a problem until mega late.
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United States47024 Posts
On October 10 2014 14:57 miicah wrote:Show nested quote +On October 10 2014 14:43 Complete wrote:On October 10 2014 14:38 miicah wrote:Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8% They are buffing Zilean. I think they're removing him from giving exp to allies, looks like a nerf to me Show nested quote +Zilean
Heightened Learning (Passive) now increases Zilean's experience gain by 10% and gives him bonus AP upon reaching levels 6/11/16 from increasing experience gain of all allied champions by 8% See bolded, unless they forgot to remove that part? You're misreading that.
Heightened learning now A from B
Meaning it used to be B, and now is A.
B is the grants everyone XP, A is the personal XP and AP benefit. So they are removing the global XP gain.
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I'm sure I'm late to the party but...buff timers moved to 2:30, does that mean buff monsters spawn at 2:30 instead of 1:55? Cause that's pretty big for jungle...
Skirmishing saber also sounds potentially OP depending on how long a "long time" is. If it's any meaningful amount of time you can shut down ganks completely with that item...
also, wtf is "execution damage" exactly...
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On October 10 2014 14:51 TheYango wrote:Show nested quote +Elixir of Wrath: Grants AD, 10% physical vamp and scoring a kill or assist will extend the duration of the flask by 30 seconds. Does this mean that rather than Lifesteal and Spellvamp getting split by damage source (autoattack vs. spell), we're getting Physical and Magical Vamp split by damage type?
Guessing typo. Wouldn't be the only typo there.
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