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Preseason 2016 Changes - Page 29

Forum Index > LoL General
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TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2015-11-10 14:57:58
November 10 2015 14:56 GMT
#561
On November 10 2015 11:38 Goumindong wrote:
Zekes was really amazing for a lot of AD's. The issue with Zekes wasn't that it wasn't gold efficient or strong (when you get it it can be between 5 to 10% more DPS for your ADC, plus the lifesteal which is great at that point).

The issue with Zekes was that you couldn't buy it; it had 1600 gold of dead space in the build order on an item which, because its power was in the aura, only supports could afford to purchase.

It was actually competitive with Wriggle's on several junglers when jungler itemization was terrible (since you're basically trading armor and Wriggle's proc for HP and CDR, which was a reasonable tradeoff for several champs). But that was simply a product of bad itemization for them in general and it lost that niche when Riot revamped jungle items.

TBH the item always made more sense as a jungler purchase than a support one given it's stat distribution, so if Riot wanted to keep that item reasonable they'd have had to roll it into one of the jungler item upgrades.
Moderator
Celial
Profile Blog Joined June 2006
2602 Posts
November 10 2015 18:07 GMT
#562
Btw is it just me or are there no jungle masteries anymore? Whats going to happen with junglers who had a rough time early clearing and needed the dmg reduction? Or even needed to spec into the bleed to clear fast enough to not die?
Do not regret. Always forward, never back.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2015-11-10 18:34:51
November 10 2015 18:34 GMT
#563
If I remember right, I think they made the jungle easier overall between the jungle mob stats and the modified jungle items. That's the impression I got from Monte, anyway.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2015-11-10 19:36:36
November 10 2015 19:36 GMT
#564
There are still jungle-relevant masteries. With this setup you get:
  • 20 extra health per camp, sometimes more.
  • 5 extra damage to monsters.
  • Extra healing from potions.
  • 2 hp5.
  • -2 damage from monsters.

Plus you can still go down whichever tree is most relevant to you and get your keystone mastery.

In addition the new jungle items are cheaper (350g) which allows you to either buy a Refillable Potion or 3 Health Potions. There's a 250 hp difference between those two options (in favor of the Health Potions), but the former can be upgraded into a Hunter's Potion or a Corrupting Potion.

Also, Gromps and Krugs do ~8 less damage per attack now.

All in all the jungle is easier. If your character could jungle before they can probably jungle just as well/better now with a Refillable Potion. If they struggled before they can probably do just fine with regular Healing Potions. I think most players will err toward the latter in general since it's safer, even if it's less cost effective in the long run.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
November 10 2015 20:13 GMT
#565
http://oce.leagueoflegends.com/en/news/game-updates/patch/patch-522-notes

Initial preseason patch notes are out. There's some stuff in here we hadn't seen (I missed?) before like what the hell:

Pushing advantage

Minions get combat bonuses when your team has a level advantage over the opposing team

Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game

MINION DAMAGE BONUS If your team's average level is higher than the enemy's, your minions deal 10% bonus damage to enemy minions. If you've taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents.
ENRAGE If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions
MINION DAMAGE REDUCTION If your team's average level is higher than the enemy's, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can't fall below 1.
IRONCLAD If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
November 10 2015 20:26 GMT
#566
That is an... interesting... change.

What happened to all these talks about hidden power being bad?
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Alaric
Profile Joined November 2009
France45622 Posts
November 10 2015 20:29 GMT
#567
Kill someone early enough that you're sometimes higher level than them, say 6 when they're 5.5.
You can't freeze the lane anymore.

Dang, these guys at Riot are geniuses.
Cant take LMS hipsters serious.
JeosAdn
Profile Joined September 2011
Costa Rica432 Posts
November 10 2015 20:29 GMT
#568
Well, my fwotd bot games are gonna be a lot quicker at least
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2015-11-10 20:31:23
November 10 2015 20:30 GMT
#569
I don't really understand the purpose of that change. Won't it just make snowballing even worse? When you get ahead due to XP/Gold now you get ahead due to your minions being better too? They basically want games to end super quickly if an enemy gets a big enough lead. Seems really odd.

This just removes lane control as a skill now. What the hell.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-11-10 21:29:11
November 10 2015 20:32 GMT
#570
Using average team level to determine anything is stupid IMO, a lot of things Riot are doing seem to be further removing from individual aspect of the game


Doesn't this count as anti fun?
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
MuddyJam
Profile Joined September 2014
535 Posts
Last Edited: 2015-11-10 20:38:38
November 10 2015 20:34 GMT
#571
On November 11 2015 05:13 Zess wrote:
http://oce.leagueoflegends.com/en/news/game-updates/patch/patch-522-notes

Initial preseason patch notes are out. There's some stuff in here we hadn't seen (I missed?) before like what the hell:

Show nested quote +
Pushing advantage

Minions get combat bonuses when your team has a level advantage over the opposing team

Comboing with the turret changes above, minions now get stronger to help the winning team press their advantage and close out the game

MINION DAMAGE BONUS If your team's average level is higher than the enemy's, your minions deal 10% bonus damage to enemy minions. If you've taken cumulatively more turrets than the enemy team, damage is further increased by 10% for each turret you have over your opponents.
ENRAGE If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane deal 90% more damage to enemy minions
MINION DAMAGE REDUCTION If your team's average level is higher than the enemy's, your minions take less damage from enemy minions equal to (tower differential x level differential) + 1. This number can't fall below 1.
IRONCLAD If your team's average level is at least 3 higher than the enemy's and you've taken 2 or more towers in a given lane, your minions in that lane take 7 less damage from enemy minions



main thing i see from this is if a team has a dc/afk then its basically an auto loss. Which is meh as it stops games being dragged out to 40+mins because the team with five has some terrible players. With five players a 3 level gap on average should never happen. For the minor buffs it looks like a nice buff to push compositions and snowballing in general for competitive.

On November 11 2015 05:29 Alaric wrote:
Kill someone early enough that you're sometimes higher level than them, say 6 when they're 5.5.
You can't freeze the lane anymore.

Dang, these guys at Riot are geniuses.


woah :o
but freezing lane of people is a huge way to punish people in lane. You can still shove people under turret and harass them there on certain champions though. To beginners its very good news. I remember my newb day and if i ever play with new people they get zoned super hard and just have no fun.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
November 10 2015 20:35 GMT
#572
What that means to me is that the defending team suddenly gets free cs from every lane. What?
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Caiada
Profile Joined January 2015
United States3052 Posts
November 10 2015 20:38 GMT
#573
They're making more concurrent systemic changes than really anybody could keep up with completely. Maybe take a week to actually see it in action first, iunno.
XDG Mata
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
November 10 2015 20:51 GMT
#574
Time to play Zilean + Morde for pushing power huehue
(╯°□°)╯︵ ┻━┻
Merlin the Tuna
Profile Joined May 2011
United States57 Posts
November 10 2015 21:00 GMT
#575
I am pro-games-being-faster, but that looks all kinds of nutty.
Maluk
Profile Joined August 2011
France987 Posts
November 10 2015 21:31 GMT
#576
What the hell ? This is about as long as the complete works of Aristotle, am I expected to read these "notes" if I want to play League of Legends ?

I guess I'm playing blind for preseason.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
November 10 2015 21:40 GMT
#577
On November 11 2015 06:31 Maluk wrote:
What the hell ? This is about as long as the complete works of Aristotle, am I expected to read these "notes" if I want to play League of Legends ?

I guess I'm playing blind for preseason.


Appropriate champion avatar is appropriate.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
iCanada
Profile Joined August 2010
Canada10660 Posts
November 10 2015 21:51 GMT
#578
On November 11 2015 06:00 Merlin the Tuna wrote:
I am pro-games-being-faster, but that looks all kinds of nutty.


I dunno why they wouldn't just revert their tacky tower changes instead. Lol. These just nullify those guys from last season.

That said, I don't mind em. Will suck not being able to zone kids on Spartan tho.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
November 10 2015 22:08 GMT
#579
What the hell is the point of Corrupting Potion? In the first paragraph of the patch notes they talk about how opponents were having a bad time trying to burn down your sustain when you could just flask, tp, and come back with a full flask. That sucked right? SO WE ADDED OFFENSIVE CAPABILITIES TO FLASK LOL!

Yeah I don't get it at all
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2015-11-10 23:13:42
November 10 2015 23:13 GMT
#580
home guard price reduction is in the patch notes so I guess that change was cancelled?
Carrilord has arrived.
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