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United States47024 Posts
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.
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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?
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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.
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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.
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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
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That is an... interesting... change.
What happened to all these talks about hidden power being bad?
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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.
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Well, my fwotd bot games are gonna be a lot quicker at least
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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.
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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?
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On November 11 2015 05:13 Zess wrote:http://oce.leagueoflegends.com/en/news/game-updates/patch/patch-522-notesInitial 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.
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What that means to me is that the defending team suddenly gets free cs from every lane. What?
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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.
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Time to play Zilean + Morde for pushing power huehue
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I am pro-games-being-faster, but that looks all kinds of nutty.
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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.
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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.
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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.
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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
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home guard price reduction is in the patch notes so I guess that change was cancelled?
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