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Preseason 2016 Changes - Page 4

Forum Index > LoL General
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Harem
Profile Joined November 2007
United States11392 Posts
October 28 2015 23:13 GMT
#61
On October 29 2015 07:23 nafta wrote:
You are undervaluing the change for supports. Now buying gold item upgrade over ruby crystal for sighstone delays you more than before cuz you can't just buy a few wards.

Meddler quotes about sightstone upgrade paths:

Meddler (NA)
Tier 2 support item + Sightstone = an upgraded Sightstone with upgraded stats from both component items.

E.g. Frost Fang + Sightstone combine into 'Eye of the Watchers' which has the Sightstone ward active, the Tribute passive and gives Health/AP/GP10/Mana Regen.


Meddler (NA)
You'll have the choice of either merging your T2 support item with Sightstone or going for the T3 support version. If going for the T3 support approach Ruby Sightstone should now be more attractive too (gives reduced CD on active items, so pairs well with Talisman/Face/Frost Queen's).
Moderator。◕‿◕。
Goumindong
Profile Joined February 2013
United States3529 Posts
October 28 2015 23:17 GMT
#62
So FotM junglers are going to be FotM it seems
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
October 28 2015 23:34 GMT
#63
--- Nuked ---
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2015-10-28 23:45:40
October 28 2015 23:43 GMT
#64
Hi all,

By now, you probably know we're giving small gameplay updates to Quinn, Kog'Maw, Miss Fortune, Corki, Graves, and Caitlyn. That said, we're also doing small changes to quite a few other marksmen that aim to establish/sharpen their identities. For these characters, please do leave your PBE feedback here. There's a lot of marksmen change going on here, and we're interested in your thoughts, so if you have an opinion, don't hesitate to voice it!
Changes:

Ashe

Change Goals
Allow Ashe to interact with chance-based crit events in a way that doesn't compromise her recently-new passive's steady damage output.
Follow up the changes made to Ranger's Focus (Q) earlier this year to make the spell a more interesting, engaging part of her pattern.
P - Frost Shot
Base slow reduced 5/11/17/23/29/35% >>> 5/9/13/17/21/25%
Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged)
Ashe’s Critical Strikes (which once again happen only by chance per all other characters) deal only 1.0 Total AD (as opposed to 2.0 standard), but they apply Frost Shot’s slow at double effectiveness (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow
Q - Ranger's Focus
Slow amplification removed
Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running
Passive no longer stacks with Volley and Enchanted Crystal Arrow
Cooldown removed

Draven

Change Goals
Make axe-catching gameplay flow smoother, especially later in the game.
Base Stats
Attack frame improved by 30%
Attack Speed per level reduced to 1.5 from 2.7
Basic attack missile speed reduced to 1600 from 1700

Ezreal

Change Goals
Build upon Ezreal's affinity for CDR-centric spellcasting item builds.
Q - Mystic Shot
Cooldown reducing effect increased 1.0 >>> 1.5 seconds
Cooldown increased 6.0/5.5/5.0/4.5/4.0 >>> 6.5/6.0/5.5/5.0/4.5
E - Arcane Shift
Cooldown increased at later ranks 19/17/15/13/11 >>> 19.0/17.5/16.0/14.5/13.0

Jinx

Change Goals
Playing up what it means to Get Excited! as a path to success through a teamfight.
Slowing down Rockets' Attack Speed so there's some tradeoff she incurs more of a tradeoff with that weapon.
P - Get Excited!
Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack)
Duration increased 4 >>> 6
Q - Switcheroo!
Jinx now has -15% Total Attack Speed while using Fishbones, the Rocket Launcher

Kalista

Change Goals
Increasing Kalista's affinity for Attack Speed.
Experimental dash scaling changes that help attack flow and reduce overall power from jumping.
Base Stats
Base AS increased 0.658 -> 0.694
AS per level reduced 3.3% -> 2.8%
P - Martial Poise
Jump distance scales with boot tier (as live), jump speed now only scales with AS/Slows (is slower early game but scales up).

Lucian

Change Goals
Open up non Attack Speed based item builds, and make The Culling's damage output feel more consistently meaningful throughout the game.
R - The Culling
No longer scales with Attack Speed
Now fires 20/25/30 bullets based on rank

Sivir

Change Goals
Increasing Sivir’s affinity for CDR, bringing us back closer to the late game dream of “Ricochet all the time”.
Base Stats
Base Attack Speed reduced 0.66 >>> 0.625
W - Ricochet
Cooldown now begins on spell cast rather than when the attack buff expires
Cooldown increased 9/8/7/6/5 seconds >>> 12/10.5/9/7.5/6
Attack buff duration reduced 6 >>> 4

Tristana

Change Goals
Begin to shift Trist away from late game clean-up hyper carry to more of an all-in AD caster.
Empower mid game all-in strength while stripping some power from late game sustained dps.
Clean up of minor cooldown returning mechanics in favor of more impactful Rocket Jump resets.
Q - Rapid Fire
No longer reduces [E] CD on hit while active
Attacking [E] Target no longer reduces [Q] CD on hit.
CD 20s -> 20 / 19 / 18 / 17 / 16s
W - Rocket Jump
Dmg Rescaled 80 / 105 / 130 / 155 / 180 -> 60 / 110 / 160 / 210 / 260
No longer deals increased damage per [E] stack
Now also resets on Max stack [E] Detonation on Champions
E - Explosive Charge
Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this.
Tristana’s abilities also add [E] stacks.
Missile Speed 1800 -> 2400

Twitch

Change Goals
Pushing Twitch a bit farther in the direction of the “marksman assassin” by adding an out to his assassination attempts via Ambush reset.
Q - Ambush
Added: Cooldown resets when an enemy champion affected by Deadly Venom dies
Quality of Life Buff: Entering stealth now cancels Twitch's current auto attack order
R - Rat-Ta-Tat-Tat
Buff Duration reduced 7 >>> 5
Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q's stealth no longer cancels stealth
Cost 100/125/150 >>> 100 all ranks

Urgot

Change Goals
Restore Urgot R's defensive steroid function later in the game so that he doesn't get wrecked so hard by all the percent penetration floating around out there.
R - Hyper-Kinetic Position Reverser
No longer adds 60/90/120 Armor/MR
Now adds 30/40/50% Damage Reduction

Varus

Change Goals
Make R zoning more obvious and powerful.
Shift R damage from initial hit to Blight procs.
R - Chain of Corruption
Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion.
Rooted targets gain 3 stacks of [W] Blight over the duration of the root.
Damage 150 / 250 / 350 -> 100 / 175 / 250

Vayne

Change Goals
Silver Bolts is about expected time to kill on all targets (not squishy bursting), and Vayne's path to success needs to come through Silver Bolts.
Base Stats
AD/lvl reduced 2.66 >>> 1.66
W - Silver Bolts
Flat Damage removed
Percent Health Damage increased 4/5/6/7/8% >>> 6/7.5/9/10.5/12%
Minimum damage introduced at 40/60/80/100/120 flat damage

This is probably a lot to process. Feel free to give feedback on as much or as little as you like. Focusing specifically on "Is this a good direction?" would be great. We're pretty open to change on the above stuff.

Cheers,
Repertoir


This Vayne buff though.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 28 2015 23:45 GMT
#65
My thoughts:

ADC rework seems fine. I think they could have worded what they were talking about a bit better in the article, but there's a clear problem that needs to be solved and in hindsight I think they did good jobs with the mage/bruiser item overhauls, so I'm excited for that. Esp excited for Quinn because she is probably my second favorite champion to play after Lux.


Vision changes they do every season, I never understand them but you need the details and the ability to see it all in context to understand them, and in hindsight I've always thought each season had better vision mechanics than the previous season, so that's fine.


The new jungle mob seems like a good idea, seems targeted at getting rid of the 100% need for teleport in top lane. If top A teleports to secure dragon, top B with ignite can take the rift herald at the same time and get a power spike big enough to dominate the lane after the teleport guy comes back. I'm sure that's the general idea.

I wonder how Mr herald will impact junglers though, junglers who can solo him easily might be high value.


The change that I'm concerned with is the mastery change coupled with the starting item change.

I think in theory its a good idea. I love mastery micro math, but most people don't, and it does end up with some builds just being objectively better than others. Their approach is similar to WoWs and its good theory, although actually balancing it to a point where its player preference and not what is 0.02% objectively better is a high bar to cross, I imagine.

What worries me about it is that, in season 5 they didn't change masteries, because they said they'd identified that mastery changes have a huge impact on jungle champions and one of their big goals for season 5 was increasing the number of jungle playstyles and jungle diversity. They didn't achieve that goal, I think. Poachers was never used. Devourer junglers made it to solo queue but never competitive, slow ganking late game junglers were only around while cinderhulk was OP and disappeared after it got Nerfed, and so on.

They didn't really state any way how they are going to improve jungle diversity, while introducing bigger changes to masteries than they've ever done before, which might radically change jungle balance in a way that might take them half a season to catch up with.

The starting item changes I wouldn't care about so much, but I think coupled with the mastery changes it might end up radically changing level 1 on so many champions that balance might be a real mess for a while.

Also, while their statement that there's no item diversity at level 1 is true, and while in general I love item diversity and related choices, I want to make those choices based on what happens inside of the game, so I'm not sure how much I actually want diversity and choices at level 1.

So on masteries/starting items, I can understand their reasoning, but I'm worried that it will shake things up more than other preseason did and we might have a real mess for a while.

http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
cLutZ
Profile Joined November 2010
United States19574 Posts
October 28 2015 23:52 GMT
#66
On October 29 2015 07:57 DarkCore wrote:
Show nested quote +
On October 29 2015 06:54 cLutZ wrote:
They better not change Kog at all, unless they buff his W range based off levels so I can AA blue from Baron pit.


Yeah I really don't understand why they would rework him of all champions, there's tons of other champs that could use it more. He's played moderately in soloQ and sees a reasonable amount of play in pro play, no one complains about him being broken or oppressive, and I personally enjoy playing him. Maybe they don't like the concept of AP Kog?

Then, IMO, they should half his price, and clone him for current owners and make KogMaw and WamGok if they don't like him being a flex pick.
Freeeeeeedom
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 28 2015 23:55 GMT
#67
Oh, looking at the proposed Quinn changes, I'm not sure I like them at all.

Quinn is supposed to be an ADC who transforms into an Assassin when she ults.

Her human form stuff is fine.

Her bird form stuff is too weak and not unique enough.


They need to change her bird form stuff to be more awesome ala Gnar, not neuter it to give more power to her human form.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Alaric
Profile Joined November 2009
France45622 Posts
October 28 2015 23:58 GMT
#68
It's not a Bird form, it's just a switch to get a bunch of MS so you can roam around, but there's no bird form anymore.
Cant take LMS hipsters serious.
cLutZ
Profile Joined November 2010
United States19574 Posts
October 29 2015 00:36 GMT
#69
On October 29 2015 08:55 Ketara wrote:
Oh, looking at the proposed Quinn changes, I'm not sure I like them at all.

Quinn is supposed to be an ADC who transforms into an Assassin when she ults.

Her human form stuff is fine.

Her bird form stuff is too weak and not unique enough.


They need to change her bird form stuff to be more awesome ala Gnar, not neuter it to give more power to her human form.

Nothing should be made more like gnar...
Freeeeeeedom
zer0das
Profile Blog Joined May 2007
United States8519 Posts
Last Edited: 2015-10-29 00:59:41
October 29 2015 00:59 GMT
#70
So basically they're changing pretty much every ADC and hoping what comes out at the end is reasonable. Uh... good luck with that.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 29 2015 01:16 GMT
#71
Quinn changes look kinda dumb. I don't see how a hyper-mobile ADC is particularly useful outside of a splitpush situation, which coincidentally is less powerful now on Quinn because her dueling potential is massively reduced. Remove the damage from the R and put that back into the blind on her Q imo.
Administrator~ Spirit will set you free ~
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
October 29 2015 01:25 GMT
#72
All I'm looking forward to is to see just how fast an uncapped Kog'Maw buffed by WW, J4 and Nunu can actually end up attacking.
It's Elo not ELO - Every statiscian playing League
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
Last Edited: 2015-10-29 01:29:12
October 29 2015 01:28 GMT
#73
--- Nuked ---
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
October 29 2015 01:31 GMT
#74
On October 29 2015 10:28 krndandaman wrote:
Show nested quote +
On October 29 2015 10:25 Jek wrote:
All I'm looking forward to is to see just how fast an uncapped Kog'Maw buffed by WW, J4 and Nunu can actually end up attacking.


+ezreal w + ardent censer + nidalee heal

damn

edit: ah only 5 champions tho so prob get rid of j4 since he gives the lowest AS

Who needs AD when your attack speed go to 11.
It's Elo not ELO - Every statiscian playing League
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
Last Edited: 2015-10-29 01:53:56
October 29 2015 01:53 GMT
#75
After 10 minutes of lazy reading, for some reason I wanna say that it's going to be worse than s5, lol.

Essence reaver has no right to belong into game, zz, why are you pushing it to be core, Riot.
And of course, we needed even more crits, cheaper pinks (so noone will still buy them) and weird support changes, which will always go into one direction anyway.

And also, I can't wait to see how hard is Kalista going to get nerfed.
And if not, I just wanna laugh.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
Frolossus
Profile Joined February 2010
United States4779 Posts
October 29 2015 02:04 GMT
#76
On October 29 2015 09:59 zer0das wrote:
So basically they're changing pretty much every ADC and hoping what comes out at the end is reasonable. Uh... good luck with that.

hey it's time that ADCs can you know, actually carry again
cLutZ
Profile Joined November 2010
United States19574 Posts
October 29 2015 02:09 GMT
#77
Also the vision is dumb. Vision needs to be almost infinite (ala S3) or almost none (DOTA). This splitting the baby on vision they keep trying to do is actually just thinly veiled RNG.
Freeeeeeedom
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
October 29 2015 03:29 GMT
#78
These are some pretty huge changes, interesting to see how it be like playing in game
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
ghrur
Profile Blog Joined May 2009
United States3786 Posts
October 29 2015 03:35 GMT
#79
I hate the change on Kog. Just when I'm starting to play him too
darkness overpowering
Gahlo
Profile Joined February 2010
United States35160 Posts
Last Edited: 2015-10-29 03:39:13
October 29 2015 03:38 GMT
#80
That change will effectively destroy Ashe. I don't see how an AD has any viable part in a team when their "crits" are just better slows than she used to give. 0 damage train ahoy.

It was a fun few months while it lasted Ashe, time to go back to not being picked for a couple years while Riot says you're still in a good spot.
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