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[Patch 5.3] Lunar Revel General Discussion

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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
February 11 2015 01:32 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 5.3: Live on Feb. 11th, 2015
+ Show Spoiler [Patch Notes] +


Bug with Sona's Base Stats






Sometimes when the skins team takes on large projects, they take a 'snapshot' of the champion's files to work on, including certain hard-coded values like base stats and movement speeds. Unfortunately, when the team finally finishes and implements the skin, those old values can be reintroduced to the game, overwriting any recent balance changes made. There have been a few cases of this happening in the past (Kayle's attack speed per level when we released Riot Kayle, Galio's Q when we released Gatekeeper Galio, etc), but rarely with so many 'reverts' to the champion. Unfortunately, Sona went through a small update during the time we were working on her skin, so she's gone back to all of her old base stats pre-champion update. While we considered shipping 5.3 with Sona disabled, we don't think the full extent of these changes merits taking her away from so many, so we're just fully communicating what's happened while we work on a bugfix as soon as possible.


Sona



BASE ATTACK DAMAGE 50.04 ⇒ 52.04


BASE MOVEMENT SPEED 325 ⇒ 330


BASE HEALTH 482.36 ⇒ 497.6


HEALTH GROWTH STAT 77 ⇒ 70


BASE MANA REGENERATION 9 mana per 5 seconds ⇒ 8.1 mana per 5 seconds


MANA REGENERATION GROWTH STAT 0.4 mana per 5 seconds ⇒ 0.65 mana per 5 seconds





Back to top



Champions







Ahri



Orb's mana cost is higher, W's base damage is lower (especially at higher ranks), and W / R have lower "target acquisition range" which means they automatically move toward their targets at a lower range.



It's safe to say that Ahri's return back to her kitier, mage-ier (that is a word) roots has been a success, but her new-found mobility has left her feeling a tad overbearing. For someone that skirts the edge of fights so well, Ahri wasn't taking enough risk for the reward (less dashing in, more dashing out). Forcing this fox-girl to walk the line for her guaranteed damage makes expert use of her Orb-speed and Charm, which is where we'd like to leave her feeling - skillful and satisfying to play, but vulnerable when making mistakes.



Q - Orb of Deception



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



W - Fox-Fire



newDO A BARREL ROLL Fox-Fire's rotation speed has been increased by ~30%. This means if Ahri's hitting a champion with Fox-Fire at maximum range, she won't have to wait as long for her other Fox-Fires to rotate closer.


DAMAGE 50/80/110/140/170 magic damage ⇒ 40/65/90/115/140 magic damage


ACQUISITION RANGE 650 ⇒ 550



R - Spirit Rush



ACQUISITION RANGE 700 ⇒ 600









Azir



Q's base damage is down (particularly at later levels), W's range is lower, and W's crazy tower bomb damage is much lower. Less crazy.



Hyper-carries are often defined by a weaker early to mid-game (think Tristana, Jax) as they 'ramp up' into their core items and ability scaling. Lane bullies are the reverse - powerful up-front until their less-than-impressive late-games (like Renekton or Quinn).



Enter Azir. Who is both.



As it stands, the emperor's strengths are at odds with themselves. On one hand, he's a hyper-carry with monstrous late-game damage to both champions and structures; on the other, he's a powerful lane-bully with the ability to shove even the most aggressive opposition back to base. When a champion can cover their weaknesses so well, something's gotta give.



Enhancing Azir's end-game effectiveness goes well with our intended goals for the sand mage, so we're softening his spikes to achieve a more manageable lane along with a little bump to his AD to help him last-hit when his soldiers are slacking off. Which they do. Often.



General



BASE ATTACK DAMAGE 49.704 ⇒ 52



Q - Conquering Sands



BASE DAMAGE 75/105/135/165/195 magic damage ⇒ 65/85/105/125/145 magic damage



W - Arise!



SOLDIER STAB RANGE ~400 ⇒ ~325 (we're marking them as approximate values because they get very complicated)


TOWER BOMB DAMAGE The tooltip values were incorrectly saying +0.6 ability power (it's actually 0.7). 90 + (15 x level) (0.7 ability power) ⇒ 50 + (10 x level) (0.4 ability power)









Diana



Moonsilver Blade now displays the number of stacks and remaining duration, W's spheres now orbit much faster.



It's been a while since Diana's fall from orbit, so we're sending a care package to tide her over. Her passive shows you how long it lasts until you need to use it, and quicker orbs on Pale Cascade give her more consistency when embodying the vengeful moon.



Passive - Moonsilver Blade



CLARITY! Now displays number of stacks and remaining duration.



W - Pale Cascade



ORB ORBIT Pale Cascade's spheres now rotate at roughly double the speed









Fiddlesticks



Drain's Tether range is lower.



Drain's mechanics are simple - break the tether and you're good. Stay around, and risk losing a duel to a stick figure. Fiddlesticks can still lock you down with Terrify to ensure his success, but lowering Tether's range makes sure enemies can actually escape when he fails to scare them good and proper.



W - Drain



TETHER RANGE 700 ⇒ 650









Gnar



Gnar's gotta better manage his Gnar-Bar if he wants to GNAR!! in Mega Gnar. Gnarly.



From concept to release, Gnar has always been built around his unique transformation trigger and its inherent inconsistency. Will the enemy engage because Mega Gnar's losing steam? Should we begin a fight and have Gnar transform as it begins? These are the types of questions we want his teammates to ask, and the type of situations the Gnar player to manage. When a champion based on unreliability becomes a staple competitive pick (where reliability reigns supreme), we felt like something was up.



Due to a bug since his release (oops), Mega Gnar was lasting a good bit longer than intended - discovering this, we thought it would be a good time to tighten the windows Gnar has to go crazy so we can really accentuate his highs and lows. We're not trying to make Gnar disappear, but teams should have to work a little harder than just picking Jarvan IV. Shots fired.



Passive - Rage Gene



'TIRED' DEBUFF DURATION 13 seconds ⇒ 15 seconds


MEGA GNAR DURATION 19 seconds ⇒ 15 seconds (as a note, the tooltip originally said 15 seconds, but it was actually 19 seconds)









Gragas



BARREL SLOWS FOR MORE.



Gragas's last round of nerfs weighed heavy on his effectiveness against minion waves, so we wanted to give him better incentives to roll out the barrel against champions. This buff's on the house.



Q - Barrel Roll



BASE SLOW 30/35/40/45/50% ⇒ 40/45/50/55/60%


MAXIMUM SLOW 45/52.5/60/67.5/75% ⇒ 60/67.5/75/82.5/90%









Kassadin



-10 damage on Q.



Let's talk about Kassadin. Near unparalleled mobility coupled with high damage and precise target selection has historically made Kass among the League's most resilient champions. Right now, our best method of 'gating' this guy (that is, trying to keep him from facerolling over the game) is by intentionally keeping his lane weak in the hopes of staving off what can feel like an inevitable riftwalking nightmare. While we want to preserve Kassadin's mobility-driven identity, he doesn't really have windows of vulnerability necessary for opponents to smack him in the face, meaning most fights are his to lose rather than any outplays his opponents can make.



With all of that said, this is not the change to do that. Sorry. We'll be kicking of some deeper investigations in the future (who'd have thought an ultra-mobile assassin would have game health difficulties), but for now we're just looking to tune him down. Very precisely.



Q - Null Sphere



DAMAGE 80/105/130/155/180 magic damage ⇒ 70/95/120/145/170 magic damage









Katarina



Katarina finishes her attacks faster.



As we called out in the foreword, DFG's removal didn't really impact some its frequent buyers quite in the ways we expected. While we were experimenting with some compensation, one thing from our data became very clear - Katarina is still a very strong champion.



We went back to brainstorming small ways to add power to Kat, but quickly found that buffing an already strong champ might not be the right course of action. This isn't to say she's exempt from further tweaks in the future, but forcing the issue on anything other than quality-of-life changes could very likely cause more problems than it would fix.



General



IT'S COMPLICATED Attack frame sped up slightly. This doesn't mean Katarina attacks faster, just that she completes her attacks faster.









Kennen



W now hits everyone in Slicing Maelstrom, rather than only those who'd been marked. Slicing Maelstrom also now only hits the same target every 0.5 seconds.



For someone that runs into your entire team (talk about a big risk), it's pretty lame when the difference between a game-winning 5-man stun or an over-confident failure comes down to random chance. Slicing Maelstrom's unique feel as a multi-hit storm is cool, so we're just looking for ways to amp up that electric party. Haaayaaa!



W - Electrical Surge



newELECTRIC PARTY Electrical Surge now hits all enemies caught in Slicing Maelstrom, in addition to targets afflicted by Mark of the Storm (does not double stack, that'd be crazy)



R - Slicing Maelstrom



SLOW DOWN KENNEN Fixed a bug where Slicing Maelstrom could hit the same target every 0.25 seconds, when it's supposed to only be once every 0.5 seconds









Nidalee



No power change, just some proper documentation going on right here.



Not much to see here. Last patch when Nidalee became a monster-hunter we added functionality that rooted them (because it's a huge bummer to trigger the hunt from fog of war, only to pounce and miss everything you just hunted), but we forgot to add it to the notes. This patch we remembered. Hooray!



General



WHOOPS Fixed a bug where Nidalee's cooldowns were not properly set when switching from Human to Cougar form



Passive - Prowl



UNDOCUMENTED CHANGE Prowl's tooltip now properly indicates that Hunted monsters are rooted for 2 seconds









Twisted Fate



Stacked Deck builds on towers (still doesn't affect them), and Destiny sends an "On My Way!" ping when casting Gate.



We're always looking for ways to help out champions in need, so we've slipped TF a few extra cards under the table. Stacked Deck now builds up on towers so you can pressure enemies even while pushing, and Gate uses an 'On My Way!' ping a la Rek'Sai to make coordinating cross-map ganks less of a gamble. Still a gamble. Just less.



E - Stacked Deck



newIT'S THE LITTLE THINGS Stacked Deck now builds on towers, but will not apply bonus damage



R - Destiny



BUT WILL THEY LISTEN? Casting Gate now sends an "on the way" ping (similar to Rek'Sai's Void Rush)









Varus



R got fatter.



Varus's unique team-disengage has always been near the top of marksmen when it comes to strategic niches, and it's something we're excited to see more of. In an attempt to brighten his mood, we're amping up a bit of that reliability.



R - Chain of Corruption



MISSILE WIDTH 100 ⇒ 120









Zyra



Zyra's plants now have range indicators for her.



In our never-ending Crusade for Clarity (tm), Zyra's getting hooked up with sweet range indicators for each of her plants to help her really appreciate the things they do for her. Appreciate your plants, Zyra. Please.



Q - Deadly Bloom



SPITTING DISTANCE Thorn Spitters now display their range when grown



E - Grasping Roots



LASHING OUT Vine Lashers now display their range when grown








Spell Shields



We're aware this is a small nerf to Sivir and Nocturne, but this was definitely not an intended behavior.


WHOOPS Fixed an issue where Sivir's Spell Shield, Nocturne's Shroud Of Darkness, and Banshee's Veil reduced damage from all sources when blocking a spell. Now periodic damage and auto-attack damage are unaffected by spell shield.








Mass Texture Rebalance (Part 7)



We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift.


Fiddlesticks


  • Base, Bandito, Fiddle Me Timbers, Pumpkinhead, Spectral, Surprise Party, Union Jack


Kennen


  • Base, Arctic Ops, Deadly, Karate, Kennen M.D., Swamp Master


Mordekaiser


  • Infernal, Lord


Veigar


  • Base, Baron Von Veigar, Curling, Greybeard, Leprechaun, Superb Villain, White Mage





Back to top



Items







Farsight Orb



Read the note please! The Farsight Ward has some unique properties.



Map vision is actually an underestimated tool that teams can use to press an advantage or come back from a deficit, but not many players think about it like that, so we're suggesting you should. Relating specifically to Farsight Orb, if your first idea was that now you can place long-distance teleport points for the most amazing ganks ever, TOO BAD. This little guy's untargetable to ally teammates to prevent just that (and free ward hops).


newTHE LITTLE WARD WHO COULD Farsight Orb now drops a 60 second visible Farsight ward with 1 hit point at the target location. This ward is untargetable by allies. Farsight Orb still provides clear vision in the area and 'tags' champions, in case you were worried it was being turned into a wimpy ward teleporter (it's just getting that as a bonus).









Greater Stealth Totem



Yellow trinket's upgrade now stores up to 2 charges.



Map vision is actually an underestimated tool that teams can use to press an advantage or come back from a deficit, but not many players think about it like that, so we're suggesting you should. Yes, we're repeating ourselves. As for Greater Stealth Totem, the change itself is straightforward - we're hoping to give some extra tools back for teams trying to recover from a deficit, and this lets them (somewhat) combat aggressive sweeping teams.


newI'M CHARGING MY... WARDS Greater Stealth Totem now stores up to 2 charges. Stores 1 charge per 60 seconds.









Spectre's Cowl



Health regenified.



Just giving fighters and tanks a little help when dealing with mages in lane.


HEALTH REGENERATION 100% base health regen ⇒ 150% base health regen





Back to top




Summoner's Rift






Baron Nashor



He's like a piece of terrain. A big, fat, purple piece of terrain you can't move through.


WALL OF NASHOR Baron Nashor now cannot be walked through even with effects like Ghost or Fizz's Nimble Fighter, which grant this ability








Inhibitors



Oh dear.


SORRY MAGES Fixed a bug where inhibitors weren't taking ability power to structure bonus damage (if 40% of your ability power equals to higher than your bonus attack damage, you instead deal damage equal to base attack damage plus 40% of your ability power)





Back to top



Summoner Spells







Ignite



Fire's pretty distracting, man.


CAN'T GO HOME IF YOU'RE ON FIRE Ignite now interrupts champions who attempt to recall while Ignited





Back to top



In-Game Options






Camera Changes



newGET YOUR APM UP Players can now separately adjust keyboard and mouse camera scroll speeds


newMOVE THAT TERRAIN Added a "mouse button drag scroll" option, which changes middle mouse button scrolling to behave like you're physically dragging the map around (click, hold, drag the map in a direction) instead of scrolling (click, move in the direction you want to scroll).


newLOCKED CAMERA ARAM BUFFS Adjusted camera lock offset on Summoner's Rift and Howling Abyss based on which team you are on. This can be toggled on/off in the options menu.





Back to top



Featured Game Modes






Nemesis Draft



Nemesis Draft, our next Featured Game Mode, will be released later on during patch 5.3! More information soon - keep an eye out for all the details!





Back to top



Player Tooltips






We haven't talked too much in the past about player tooltips - the hovercards that appear in your friend list when you mouse over another player's name. We want player tooltips to be a convenient, accessible point of reference for basic player information, but there are a few areas we noticed we could improve upon. This update will be activated in the days following the initial patch!



Our traditional layout relied on text, simply shrinking if any attribute was missing (e.g. not all players have a ranked division). As a result, tooltips were inconsistent between players and often became bloated as more and more information was recorded. By contrast, the new design will give each data point its own space: if something is missing, that space will simply be left blank. This should make the tooltips less cumbersome to use.



Which is good, because we'll be adding them to your game lobbies.


WHO ARE YOU... When the update is activated, player tooltips will appear in game lobbies, in addition to your friends list and chat rooms


new...AND WHAT DO YOU WANT? Player tooltips will include "Recent Playstyle" information which indicates what champion, position and role a player has recently been playing in matchmade queues


TRUST US, THEY'RE 30 Once level 30 players complete their ranked placements, their summoner level will be replaced by their current division, indicated via tier emblem and division number





Back to top



Loading Screen Tips






DID YOU KNOW We've added a bunch of random League facts to the loading screen (thanks to the community for some of these suggestions!)





Back to top



Bugfixes





  • Tibbers now inherits skin-specific E - Molten Shield VFX when certain Annie skins are used





Back to top



Upcoming Skins






The following skins will be released at various points during Patch 5.3:






Sweetheart Annie






Heartseeker Varus






Warden Sivir



Warden Nautilus






Marauder Ashe



Marauder Warwick









+ Show Spoiler [Previous GD Threads & Patch Notes] +
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Season 5 General Discussion
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Master Tier General Discussion
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Eiii
Profile Blog Joined April 2009
United States2566 Posts
February 11 2015 01:34 GMT
#2
Added a "mouse button drag scroll" option, which changes middle mouse button scrolling to behave like you're physically dragging the map around (click, hold, drag the map in a direction) instead of scrolling (click, move in the direction you want to scroll).


Happiest day of my life.
:3
cLutZ
Profile Joined November 2010
United States19574 Posts
February 11 2015 01:36 GMT
#3
Re: Obesechicken and Ahri's new mobility being nonsensical.

If you are/were designing Ahri as a mobility/kiting mage without a slow you would give her some sort of spammable cleanse that removes MS slows on like a 5 second cooldown. Otherwise its an exercise in futility because if you give her enough MS to be effective in teamfights she can walk to botlane in 3 seconds.
Freeeeeeedom
wei2coolman
Profile Joined November 2010
United States60033 Posts
February 11 2015 01:39 GMT
#4
On February 11 2015 10:36 cLutZ wrote:
Re: Obesechicken and Ahri's new mobility being nonsensical.

If you are/were designing Ahri as a mobility/kiting mage without a slow you would give her some sort of spammable cleanse that removes MS slows on like a 5 second cooldown. Otherwise its an exercise in futility because if you give her enough MS to be effective in teamfights she can walk to botlane in 3 seconds.

Lucian was not toxic at all when redone.
liftlift > tsm
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
February 11 2015 01:48 GMT
#5
lol the green totem gonna be bonkers

inc rubberband nerfs
A backwards poet writes inverse.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
February 11 2015 01:48 GMT
#6
Nidalee lives. That's a shame.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
February 11 2015 01:54 GMT
#7
On February 11 2015 10:48 Ansibled wrote:
Nidalee lives. That's a shame.

Actually it sounds like she's taking a hit to her clear speed.

http://www.reddit.com/r/leagueoflegends/comments/2vgqbv/nidalee_53_bug_fix_is_a_nerf/
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.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
February 11 2015 01:54 GMT
#8
this patch is largely uninteresting but what the fuck that zilean remake coming next patch. Just looking at it for a few minutes hurts my head in how obviously strong he is going to be. zzz
I come in for the scraps
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
February 11 2015 01:55 GMT
#9
--- Nuked ---
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2015-02-11 01:58:26
February 11 2015 01:56 GMT
#10
I'm pretty peeved with Riot about the changes to Diana and Varus. The change to Diana's shield is nothing but window dressing because you're gonna pop all the bubble anyway in 99%+ situations. If you're going to fuck with the orbs, just revert the range nerf when you beat the poor champion to a pulp. Varus' ult width getting a touch wider will barely make an impact at all in how games play out.

Riot is changing champions for the sake of putting buffs in to pad their nerf docs and make it look like they aren't ignoring them. In the process, they're touching very minor things or doing essentially nothing at all and not actually solving problems.


On the other hand, things like the Kennen ult change are exactly what the champion needs. New yellow totem is pretty cash. Bye bye buying sightstone on non-Lee Sin junglers.

Also, figures a new jungler gets hot an immediate nerf town. Never change, Riot.
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
February 11 2015 02:01 GMT
#11
That Kassadin nerf, I cry evey tim
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
Amui
Profile Blog Joined August 2010
Canada10567 Posts
February 11 2015 02:04 GMT
#12
On February 11 2015 11:01 MooMooMugi wrote:
That Kassadin nerf, I cry evey tim

When he's pick/ban, with a decent winrate, even after all the nerfs they've leveled at him so far, there really isn't any reason to not continue slowly picking away.
Porouscloud - NA LoL
Mensol
Profile Joined September 2012
14536 Posts
February 11 2015 02:05 GMT
#13
lol at Azir nerf.

rip.
If you don't know what the fuck you are doing, how are your enemies supposed to know what the fuck you are doing. - imaqtpie on NA teams at Worlds.
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
February 11 2015 02:25 GMT
#14
--- Nuked ---
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
February 11 2015 02:25 GMT
#15
Good lord but Zilean is going to be a good time next patch

wei2coolman
Profile Joined November 2010
United States60033 Posts
February 11 2015 02:34 GMT
#16
On February 11 2015 11:25 MajorityofOne wrote:
Good lord but Zilean is going to be a good time next patch


But, Zilean is already good...
liftlift > tsm
iCanada
Profile Joined August 2010
Canada10660 Posts
February 11 2015 02:54 GMT
#17
On February 11 2015 11:34 wei2coolman wrote:
Show nested quote +
On February 11 2015 11:25 MajorityofOne wrote:
Good lord but Zilean is going to be a good time next patch


But, Zilean is already good...


Is he really though? At least in soloqueue I think Zilean is kind of as good as your most fed teammate... not neccesarily a "win" champion, but a "Win more" champion, barring select few combinations. (Rengar+Zilean comes to mind I suppose).

I wont speak for organized team play, havn't played it in a long time.

I see Zilean kind of like those Cards in Magic that are like "If you have a full board and they dont, get a super huge humongous awesome auto-win LEGENDARY SUPER KILLER!". Like, awesome, super huge humongas awesome auto-win monsters are great, but like the fact that you had such board control to get that card in the first place means you pretty much already won.
wei2coolman
Profile Joined November 2010
United States60033 Posts
February 11 2015 02:58 GMT
#18
On February 11 2015 11:54 iCanada wrote:
Show nested quote +
On February 11 2015 11:34 wei2coolman wrote:
On February 11 2015 11:25 MajorityofOne wrote:
Good lord but Zilean is going to be a good time next patch


But, Zilean is already good...


Is he really though? At least in soloqueue I think Zilean is kind of as good as your most fed teammate... not neccesarily a "win" champion, but a "Win more" champion, barring select few combinations. (Rengar+Zilean comes to mind I suppose).

I wont speak for organized team play, havn't played it in a long time.

I see Zilean kind of like those Cards in Magic that are like "If you have a full board and they dont, get a super huge humongous awesome auto-win LEGENDARY SUPER KILLER!". Like, awesome, super huge humongas awesome auto-win monsters are great, but like the fact that you had such board control to get that card in the first place means you pretty much already won.

I was mostly talking about in pro-scene. He saw quite a bit of play last season. Now he wasn't FotM, but he was definitely key in quite a few comps, especially as a counter to assassin pick meta stuff. He hasn't changed at all, so I'm not quite sure why Rito feels the need to do this to him.
liftlift > tsm
Gahlo
Profile Joined February 2010
United States35174 Posts
February 11 2015 03:02 GMT
#19
On February 11 2015 11:58 wei2coolman wrote:
Show nested quote +
On February 11 2015 11:54 iCanada wrote:
On February 11 2015 11:34 wei2coolman wrote:
On February 11 2015 11:25 MajorityofOne wrote:
Good lord but Zilean is going to be a good time next patch


But, Zilean is already good...


Is he really though? At least in soloqueue I think Zilean is kind of as good as your most fed teammate... not neccesarily a "win" champion, but a "Win more" champion, barring select few combinations. (Rengar+Zilean comes to mind I suppose).

I wont speak for organized team play, havn't played it in a long time.

I see Zilean kind of like those Cards in Magic that are like "If you have a full board and they dont, get a super huge humongous awesome auto-win LEGENDARY SUPER KILLER!". Like, awesome, super huge humongas awesome auto-win monsters are great, but like the fact that you had such board control to get that card in the first place means you pretty much already won.

I was mostly talking about in pro-scene. He saw quite a bit of play last season. Now he wasn't FotM, but he was definitely key in quite a few comps, especially as a counter to assassin pick meta stuff. He hasn't changed at all, so I'm not quite sure why Rito feels the need to do this to him.

Becuase (Rito buzzword here).
Sonnington
Profile Joined December 2012
United States1107 Posts
February 11 2015 03:12 GMT
#20
I must've only skimmed the Zilean rework quickly at first because I thought it was a net nerfing. 99% slow on his E for 2.5 seconds at max rank? 120-90-60 second cd on his ult without the use of W? That's pretty ridiculous.
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