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As of page 44, no more placement QQ in GD.
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On January 15 2015 07:12 Carnivorous Sheep wrote: Am I misreading or did Riot just add Swarm Host as an item? I'll have to experiment with it in-game, but I think that the stats on it are too bad to get on a top-laner (I might be wrong, will do the math and post it here later). But if they aren't too bad, and the minions themselves aren't weak, then top-laners will get this item, place a portal top-lane, and go roam around the map with TP and having no minion wave to push against you ever. I have no idea why Riot would put something in the game because it promotes using TP even more by abusing the free lane pressure to do whatever you want and it will probably also kill a lot of lane control tactics (ie, killing ranged creeps to create a slow push, or stackng up two cannons) because the portal will kill the creeps anyways.
That said the stats don't look good on it, and probably you'll lose lane while getting it. But I'll have to test it out and do the math.
Edit: Actually the stats don't look half bad, the 100% HP regen is nice, and 50 armor is pretty sweet for the cost. Will post the math tomorrow. Also, BASE GATES HYPE!
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On January 15 2015 10:25 Itchy7x wrote:Show nested quote +On January 15 2015 07:12 Carnivorous Sheep wrote: Am I misreading or did Riot just add Swarm Host as an item? I'll have to experiment with it in-game, but I think that the stats on it are too bad to get on a top-laner (I might be wrong, will do the math and post it here later). But if they aren't too bad, and the minions themselves aren't weak, then top-laners will get this item, place a portal top-lane, and go roam around the map with TP and having no minion wave to push against you ever. I have no idea why Riot would put something in the game because it promotes using TP even more by abusing the free lane pressure to do whatever you want and it will probably also kill a lot of lane control tactics (ie, killing ranged creeps to create a slow push, or stackng up two cannons) because the portal will kill the creeps anyways. That said the stats don't look good on it, and probably you'll lose lane while getting it. But I'll have to test it out and do the math.
It pumps out a voidling every 4 seconds and lasts 150, 37 voidlings is a big window to roam with.
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Every additional Voidspawn after the third one gains damage equal to 50% of your armor + 50% of your magic resistance.
Get it as a 6th item on Mundo and split push to victory. Although it looks like they only have 250 health with no scaling. But they spawn every 4 seconds. Seems like a really weird item. Like, for the past year Riot's been all about cutting down on split pushing, but then they add this? Ok.
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Really enjoying Quas' stream. I really dislike top lane generally speaking but he makes it interesting, with his calm demeanor and his explanations of things. Plus he plays a variety of champs.
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On January 15 2015 09:39 Slusher wrote: Im glad the chain cc "escape" is going away but to call it a bug lol "We intentionally added this in S2 as a way to buffer lag, but now that everyone has shit lag and we're building our own servers and because this has negative implications, we're going to pretend that it was a bug because Riot never intentionally does things without investigating the full implications."
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First, when we say "leash," we're talking about the moment when a monster camp either loses aggro on its target or switches to a different target (ie: when two champions 'juggle' aggro between them). So if one of those Krugs wiggles between two targets rapidly, you can expect it to hard reset pretty fast. This will have the largest impact on duo-lane partners who like to balance monster damage between them but will also affect long-range junglers who use the camp aggro range reset to take even less damage.
GO BACK TO YOUR HOME! Jungle monsters will 'hard' reset after 10 soft leashes ⇒ 5 soft leashes.
Weeeeeaaaaaaaak. Lowering (/ impairing development of potential) jungle diversity in order to make rock juggling harder but still possible and worthwhile is really lame.
Seconding not understanding the point of Naut shield changes. Adding % of base health to bonus health scaling is functionally no different from altering the base values of the shield, yeah?
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On January 15 2015 10:32 GolemMadness wrote:Show nested quote +Every additional Voidspawn after the third one gains damage equal to 50% of your armor + 50% of your magic resistance. Get it as a 6th item on Mundo and split push to victory. Although it looks like they only have 250 health with no scaling. But they spawn every 4 seconds. Seems like a really weird item. Like, for the past year Riot's been all about cutting down on split pushing, but then they add this? Ok.
It's a super weird item and I love it. I don't care that it's not in line with Riot's stated/unstated goals or whatever, or that their goals have totally changed since like a month ago, or that it doesn't seem exceptionally well thought out. It's just so crazy that I can't help but get excited that it's going to be included.
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Naut's shield keeps growing past level 9, and once maxed scales better with additional health too. It's a bit weaker at times though iirc, but overall it's a buff, it's just it takes ages to become noticeable and doesn't do jack shit to how vulnerable Naut is when behind, as he'll be low level and without farm when that happens, meaning the shield buff won't kick in. So it's nice but I'm not convinced this is what he needed (he already gets 600 HP shields every 10s if he gets 3 items).
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On January 15 2015 11:13 Eiii wrote:Show nested quote +On January 15 2015 10:32 GolemMadness wrote:Every additional Voidspawn after the third one gains damage equal to 50% of your armor + 50% of your magic resistance. Get it as a 6th item on Mundo and split push to victory. Although it looks like they only have 250 health with no scaling. But they spawn every 4 seconds. Seems like a really weird item. Like, for the past year Riot's been all about cutting down on split pushing, but then they add this? Ok. It's a super weird item and I love it. I don't care that it's not in line with Riot's stated/unstated goals or whatever, or that their goals have totally changed since like a month ago, or that it doesn't seem exceptionally well thought out. It's just so crazy that I can't help but get excited that it's going to be included.
You have a point. It's good that Riot is exploring more openly now. They just have to make sure they are exploring things that can be truly used and not just there for the sake of being there.
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On January 15 2015 11:09 TheHumanSensation wrote:Seconding not understanding the point of Naut shield changes. Adding % of base health to bonus health scaling is functionally no different from altering the base values of the shield, yeah?
The difference is that you don't hit peak base shield values at level 9, you hit them at level 18. With the base health % scaling with rank it also makes stacking health worse for the shield early on (not that I remember anyone doing that).
I haven't run the numbers but my guess is that it's a wash early game and late game it's a buff. If they just buffed the level 9 numbers that would mainly buff Naut in midgame.
Also, I like new Trist.
Oh yeah, a note for people, the zzot portal can be killed so it's not like all those voidlings are guaranteed if you use it when someone is already in the lane. Moreover you can't place a portal safely under your turrets and expect the voidlings to kill any enemy turrets, they die off.
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On January 15 2015 07:34 nafta wrote: BETTER SAFE THAN SORRY Fixed a long-standing bug where champions with overlapping crowd control effects could occasionally use abilities (Flash, Zhonya's Hourglass, etc) when transitioning between disables. This will be turned on at a later date in the patch.
Well this took longer than expected.Surprising they are calling it a bug considering they said they added this in s2....
i wonder if this will fix buffered stuns cancelling malz ult, like someone starting a cast and you r them but the cast finishes while the beam is on them and ends your ult
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The Naut buff would be nice if Naut could get to late game. Right now, I see it as a nerf. Sure, he'll be stronger in the late game, but he's already strong there. Why buff that aspect of his kit and nerf his weakness? He has very little early game presence due to his horrendous clear and now that is just going to get worse. He'll be lucky to gank after backing and doing his second buff. I don't like this change AT ALL.
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Really love these phantom Elise/Eve buffs.
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The land of freedom23126 Posts
On January 15 2015 11:34 krndandaman wrote: damn that pd buff. I find it hard to see a situation where shiv is better. Ima buy pd like 90% of the time now
Shiv is still good, waveclearing never sucks. RNG is still permanent 50% :p
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Now that I've got access to university resources again, I've been thinking of getting back into the LoL-data-mining business with an emphasis on generating a database that's easily accessible for people to use if they want. What's changed in the last six months or whatever?
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On January 15 2015 11:29 ShaLLoW[baY] wrote:Show nested quote +On January 15 2015 07:34 nafta wrote: BETTER SAFE THAN SORRY Fixed a long-standing bug where champions with overlapping crowd control effects could occasionally use abilities (Flash, Zhonya's Hourglass, etc) when transitioning between disables. This will be turned on at a later date in the patch.
Well this took longer than expected.Surprising they are calling it a bug considering they said they added this in s2.... i wonder if this will fix buffered stuns cancelling malz ult, like someone starting a cast and you r them but the cast finishes while the beam is on them and ends your ult That's not an issue with buffered stuns, but more of cast time. Malz ult has virtually 0 cast time, but some stuns or silences have a cast/silence time so you can get silenced/stunned after you ult if your target starts (and completes) their cc cast before you start your ult cast. That should be working as intended imo. Ex. You ult a fid who throws his E at you before you ult. However, E has a travel time so you ult the Fid before the E lands. E lands after you ult and interrupts it. That's working as intended imo.
I'm glad they're finally removing the stupid cc buffering. It was a retarded inclusion in the first place and should never have existed.
On January 15 2015 11:34 krndandaman wrote: damn that pd buff. I find it hard to see a situation where shiv is better. Ima buy pd like 90% of the time now Aoe and magic damage crit is pretty gud. Also doesn't shiv give more movespeed than pd?
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On January 15 2015 11:48 Eiii wrote:Now that I've got access to university resources again, I've been thinking of getting back into the LoL-data-mining business with an emphasis on generating a database that's easily accessible for people to use if they want. What's changed in the last six months or whatever?
As you can see, I can pull out lane information too now. There is also timeline and other non-end-game information.
Also, player ranking is severely bugged. It's super unreliable to get a player's ranking... I complained about it, but it seems that Riot found it too hard to fix due to infrastructure problems.
EDIT: oh, there is a LOT of information now. My data base is ~200GB after running for only a few weeks. A lot of the space is just indexes and my bad database design (lots of strings). Not 100% sure what to do at this point - I will probably procrastinate until it blows up.
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