[Public Beta Environment] General Discussion - Page 5
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JazzVortical
Australia1825 Posts
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Gahlo
United States35114 Posts
On August 08 2015 08:04 JazzVortical wrote: S@20 is now saying Dead Man's Plate can bought on Summoner's Rift in regular games. Having two big armour/health (one more offensive, one defensive) items could be interesting Yup, it was in yesterday's patch I believe. | ||
Ansibled
United Kingdom9872 Posts
Now just restore the other half and I will like you again Riot. | ||
Seuss
United States10536 Posts
On August 08 2015 07:46 Sonnington wrote: Oh, I was under the impression they removed his W speed boost along with his Q and -15 off of base in exchange for the MS he gets from the shrines. Well, looks like I was wrong about the W. In that case, these are ridiculously large buffs. Something has to give. Yeah, the base movement speed change got reverted too. It's buff city for him. Full list of current changes here: http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/d2bmpMif-skarner-pbe-changelist-and-feedback-thread | ||
Zess
Adun Toridas!9144 Posts
http://gfycat.com/WelltodoVigorousHeron Not sure how I feel about the Morde rework. On the one hand, League needs to have more polarizing champions, because there are so little of them right now with everyone having roughly the same scaling (so the "hard" scales just scale a bit harder than the "not so hard" scalers) and power curves. On the other hand, the League ecosystem is really unfit for binary champions because everything else has spent so much balance time predicated on normalized ratios / cooldowns / items. | ||
Gahlo
United States35114 Posts
On August 12 2015 04:59 Zess wrote: 2225 magic damage before resists off of the new Morde Q proc is pretty lulz: http://gfycat.com/WelltodoVigorousHeron Not sure how I feel about the Morde rework. On the one hand, League needs to have more polarizing champions, because there are so little of them right now with everyone having roughly the same scaling (so the "hard" scales just scale a bit harder than the "not so hard" scalers) and power curves. On the other hand, the League ecosystem is really unfit for binary champions because everything else has spent so much balance time predicated on normalized ratios / cooldowns / items. My favorite part was "Brand: What" | ||
Ansibled
United Kingdom9872 Posts
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obesechicken13
United States10467 Posts
Volibear Thunder Claws (R) [new effect] now strikes up to 4 near by enemies for 75/115/115 (+.3 AP) on the initial cast. [video preview] This is everyone's last chance to try sated devourer Volibear! He's definitely got the most probable dps with just sated as an item. Because 155 damage that splashes is kinda OP. It's hard to get to your targets and stick to them so I usually get sated, righteous glory, merc treads, and sometimes into a botrk. When you do stick to people or they come to try to duel you, your damage is totally unexpected. I also like how Deadman's Plate and Sterak's Gage don't require keypresses for when you want to play a fighter and not have to think about that stuff. | ||
Gahlo
United States35114 Posts
On August 16 2015 03:28 obesechicken13 wrote: So glad the neurotoxin changes aren't going through for Elise. She's a strong enough duelist already. This is everyone's last chance to try sated devourer Volibear! He's definitely got the most probable dps with just sated as an item. Because 155 damage that splashes is kinda OP. It's hard to get to your targets and stick to them so I usually get sated, righteous glory, merc treads, and sometimes into a botrk. When you do stick to people or they come to try to duel you, your damage is totally unexpected. I also like how Deadman's Plate and Sterak's Gage don't require keypresses for when you want to play a fighter and not have to think about that stuff. Why would it be last? All they're doing is ADDING a chain lightning on cast. They aren't removing previous effects. | ||
Sufficiency
Canada23833 Posts
On August 12 2015 04:59 Zess wrote: 2225 magic damage before resists off of the new Morde Q proc is pretty lulz: http://gfycat.com/WelltodoVigorousHeron Not sure how I feel about the Morde rework. On the one hand, League needs to have more polarizing champions, because there are so little of them right now with everyone having roughly the same scaling (so the "hard" scales just scale a bit harder than the "not so hard" scalers) and power curves. On the other hand, the League ecosystem is really unfit for binary champions because everything else has spent so much balance time predicated on normalized ratios / cooldowns / items. Remember Nasus exists. 2k damage Morde will be fine. | ||
obesechicken13
United States10467 Posts
On August 16 2015 06:15 Gahlo wrote: Why would it be last? All they're doing is ADDING a chain lightning on cast. They aren't removing previous effects. They nerfed the third rank by 40 damage per auto. | ||
Gahlo
United States35114 Posts
On August 16 2015 14:29 obesechicken13 wrote: They nerfed the third rank by 40 damage per auto. a) No, they didn't. That is an added effect, shown by the updated tooltip of ![]() As opposed to(from the wiki) Active: For 12 seconds, Volibear's basic attacks deal bonus magic damage that bounces to up to 3 nearby unaffected enemies. Bonus Magic Damage: 75 / 115 / 155 (+ 30% AP) It is literally just a free chain lightning for turning on the ult and is a straight up buff regardless of the fact that... b) Simple fact checking over at RoG confirms that it is a typ of 115 at 3rd rank instead of 155. | ||
obesechicken13
United States10467 Posts
On August 16 2015 14:44 Gahlo wrote: a) No, they didn't. That is an added effect, shown by the updated tooltip of ![]() As opposed to(from the wiki) Active: For 12 seconds, Volibear's basic attacks deal bonus magic damage that bounces to up to 3 nearby unaffected enemies. Bonus Magic Damage: 75 / 115 / 155 (+ 30% AP) It is literally just a free chain lightning for turning on the ult and is a straight up buff regardless of the fact that... b) Simple fact checking over at RoG confirms that it is a typ of 115 at 3rd rank instead of 155. I see. I thought it was a buff & nerf thing where the skill got nerfed and then buffed slightly at the same time, often making it an overall nerf. | ||
Slusher
United States19143 Posts
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Sonnington
United States1107 Posts
Thornmail Cost increased to 2300 from 2100. Passive: Now reflects [15% of pre-mitigation damage and 25% of your bonus Armor.] instead of [30% pre-mitigation damage] It's about time they did something about Thornmail, but it seems like they're going too far by nerfing armour while nerfing cinderhulk at the same time. | ||
Gahlo
United States35114 Posts
On August 17 2015 11:41 Sonnington wrote: This and the other armour item nerfs: It's about time they did something about Thornmail, but it seems like they're going too far by nerfing armour while nerfing cinderhulk at the same time. Yeah, I don't get the cinderhulk nerf at all. Shit's already 3rd best jungle enchantment and all its good champions(in soloq) have taken nerfs. | ||
obesechicken13
United States10467 Posts
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Gahlo
United States35114 Posts
On August 17 2015 13:07 obesechicken13 wrote: The breakeven's 1000 bonus health from the old cinderhulk to the new one. Which I admit is hard to reach. Actually, the break even point is 870 bonus HP, since Cinderhulk's passive applies to itself. So once you aquire 470+ bonus HP from sources other than Cinderhulkm you'll be eternally "behind". 9 Defence and BV or Sunfire is 486 9 Defence and SV or Randuin's is 436 It isn't hard to hit at all. | ||
obesechicken13
United States10467 Posts
Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. | ||
Gahlo
United States35114 Posts
On August 17 2015 13:31 obesechicken13 wrote: I'm not counting the health that cinderhulk itself grants because that makes the math too wonky. Cinderhulk is going from 300->400 health A 100 health increase. The bonus is going down from 25% to 15%, a 10% decrease. 10% of 1000 is 100. You can't "not count" it. That isn't how it works. | ||
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