![[image loading]](http://puu.sh/rNzAc/04649b6483.jpg)
http://na.leagueoflegends.com/en/featured/preseason-2017
The website is too hard to copy paste all of the details from, but there's a lot of interesting changes. Not sure what I think of a lot of them.
Forum Index > LoL General |
Ansibled
United Kingdom9872 Posts
![]() http://na.leagueoflegends.com/en/featured/preseason-2017 The website is too hard to copy paste all of the details from, but there's a lot of interesting changes. Not sure what I think of a lot of them. | ||
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GrandInquisitor
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New York City13113 Posts
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Kinie
United States3106 Posts
- Solo/Duo Queue is back, Dynamic Queue being tweaked into Flex Queue. - Replay download option in-client. - Basically a sandbox mode for testing out skills/cooldowns (wall-Flashes are the given example), item builds, and last-hitting. - New client update, more visual aesthetics and easier to do certain things in-client (change keybinds). - Assassin update (will probably wait for numbers from PBE before getting into them). - Flat Armor Pen. is being changed to Lethality, which sounds like it's Riot attempting to solve the "people get too tanky to build just flat armor pen. items" problem by letting them stack Lethality, which I'm guessing increases your damage dealt to the foe based on their missing HP, similar to the Dangerous Game mastery. - Stealth being divided into Camouflage (basically just Evelynn for now, will be added to Rengar and Twitch's kits sometime during pre-season), and Invisibility (basically unchanged from every other champion that has it). - Introducing a new ward (Control Ward) that will negate vision placed by an enemy ward and still grant vision, but won't reveal Invisible champs. So basically we're gonna have 4 wards now: blue trinket, normal green wards, red control wards, and pink vision wards. - Random plant spawns in the jungle and river. One's basically Ziggs' W, an Ashe Hawkeye-like thing that also reveals green wards, and a random plant that heals HP and mana. - Red/Blue buffs lose minions, raptors get an extra small bird, gromp enrages when you first smack it, big krug splits into smaller ones when you kill it, and wolves are the same. - Masteries are getting tweaked, biggest change is we're losing Strength of the Ages, it's getting changed to gaining a shield whenever you hit an enemy with a CC skill. - RIP Aegis and Locket's MR Aura, getting a map-wide area target that will heal allies and damage foes after a delay (think Pantheon ult delay, probably not that size), and an item akin to Kalista's bind spear, only instead of saving/throwing someone you you absorb a bit of the damage they take and heal a bit whenever they damage someone. You also get bonus armor and move speed when near your butt buddy. | ||
evilfatsh1t
Australia8632 Posts
wonder what the cd on that is but that is broken as fuck | ||
Torchise
Canada245 Posts
On October 19 2016 07:48 Kinie wrote: - Introducing a new ward (Control Ward) that will negate vision placed by an enemy ward and still grant vision, but won't reveal Invisible champs. So basically we're gonna have 4 wards now: blue trinket, normal green wards, red control wards, and pink vision wards. From what I understand, that is not true. Riot replaced the vision wards with the control wards. From their update page: Vision Wards have been updated into a more focused anti-vision tool: Control Wards Also this blurb from here confirms my suspicion: We don’t want such an impactful mechanic to be so easily countered, and so pink wards will no longer reveal invisible champions. On October 19 2016 08:27 evilfatsh1t wrote: WTF at talons vault. wonder what the cd on that is but that is broken as fuck Yeah, the video makes his E look insane. It's like the reworked Talon looked at Aurelion Sol/Taliyah and said "You guys think you can roam? How cute. Watch this!" Plus looks like you can use it as an escape? | ||
evilfatsh1t
Australia8632 Posts
if he can jump farther than he can flash walls that is stupid | ||
Kinie
United States3106 Posts
On October 19 2016 08:32 Torchise wrote: Show nested quote + On October 19 2016 07:48 Kinie wrote: - Introducing a new ward (Control Ward) that will negate vision placed by an enemy ward and still grant vision, but won't reveal Invisible champs. So basically we're gonna have 4 wards now: blue trinket, normal green wards, red control wards, and pink vision wards. From what I understand, that is not true. Riot replaced the vision wards with the control wards. From their update page: Show nested quote + Vision Wards have been updated into a more focused anti-vision tool: Control Wards Also this blurb from here confirms my suspicion: Show nested quote + We don’t want such an impactful mechanic to be so easily countered, and so pink wards will no longer reveal invisible champions. Show nested quote + On October 19 2016 08:27 evilfatsh1t wrote: WTF at talons vault. wonder what the cd on that is but that is broken as fuck Yeah, the video makes his E look insane. It's like the reworked Talon looked at Aurelion Sol/Taliyah and said "You guys think you can roam? How cute. Watch this!" Plus looks like you can use it as an escape? Ok, I mis-read it. So the only thing that's going to reveal invisible champs now is red trinket, and even then all it'll do is reveal their position, you can't AA the invisible guy? | ||
Gahlo
United States35130 Posts
On October 19 2016 07:48 Kinie wrote: - Flat Armor Pen. is being changed to Lethality, which sounds like it's Riot attempting to solve the "people get too tanky to build just flat armor pen. items" problem by letting them stack Lethality, which I'm guessing increases your damage dealt to the foe based on their missing HP, similar to the Dangerous Game mastery. Leathality is a flat amount of Armor Pen + an amount that scales with target's level. That way, Riot intends to avoid cases like Jihn where if he gets ahead early he just stacks a bunch of flat Armor Pen and then just wrecks people. | ||
cLutZ
United States19573 Posts
On October 19 2016 06:45 GrandInquisitor wrote: Changing armor penetration to lethality seems like the obvious fix to the old Brutalizer / Last Whisper problem. I'm curious to see if they'll do something similar for mages and Void Staff. Is there a reason why magic penetration isn't rushed by AP assassins like armor penetration is by AD assassins? Is it just that you have too many other interesting AP items you want first (mana regen, invulnerability, slow, 35% AP, etc.)? I think that there are actually good AP items is part of it, I also think that there really aren't good flat magic pen items (Guise wastes stat value on HP, Sorcs waste on MS). If there was an AP-MPen item at an early point people might buy it, but you need AP and Mana to clear waves, AD champs just need AD and actually have useful auto-attacks. | ||
JimmiC
Canada22817 Posts
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kongoline
6318 Posts
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cLutZ
United States19573 Posts
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zer0das
United States8519 Posts
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iCanada
Canada10660 Posts
WTF they killed Aegis. | ||
Gahlo
United States35130 Posts
On October 19 2016 09:09 cLutZ wrote: Show nested quote + On October 19 2016 06:45 GrandInquisitor wrote: Changing armor penetration to lethality seems like the obvious fix to the old Brutalizer / Last Whisper problem. I'm curious to see if they'll do something similar for mages and Void Staff. Is there a reason why magic penetration isn't rushed by AP assassins like armor penetration is by AD assassins? Is it just that you have too many other interesting AP items you want first (mana regen, invulnerability, slow, 35% AP, etc.)? I think that there are actually good AP items is part of it, I also think that there really aren't good flat magic pen items (Guise wastes stat value on HP, Sorcs waste on MS). If there was an AP-MPen item at an early point people might buy it, but you need AP and Mana to clear waves, AD champs just need AD and actually have useful auto-attacks. You don't see MPen rushes by mages because, honestly, they don't have to. Everybody's natural MR is lower than their Armor by a fairly early point in the game. Then the game encourages buying armor in general itemization because monsters, minions, and tower damage is all physical sans fountain lasers. Because of that, mages can often pick up enough MPen through runes and boots(I think Sorcs is massively underrated) that by the time it's an issue, they want to buy Void Staff anyway. | ||
iCanada
Canada10660 Posts
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kongoline
6318 Posts
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iCanada
Canada10660 Posts
It adds so much power to a role that doesn't get as much gold. Its fine if they don't like the mastery, but it is a pure jungle mastery, and it is the strongest mastery for junglers by far. Removing it just is a flat out nerf to the jungle. | ||
Kinie
United States3106 Posts
Jungler is a role that only League has, no other Moba has it, and it's a role that NO ONE knows how to design and balance for. Riot's bumbling through it and seems to hit a few good notes every now and then (scuttle crab, red/blue buff) but then just fumble about with almost everything else. | ||
General_Winter
United States719 Posts
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NeoIllusions
United States37500 Posts
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Gahlo
United States35130 Posts
On October 19 2016 11:14 NeoIllusions wrote: There's a link in the OP... This is nice too. | ||
kongoline
6318 Posts
sad | ||
Gahlo
United States35130 Posts
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cLutZ
United States19573 Posts
On October 19 2016 10:55 Kinie wrote: When has Riot ever had a good balance for the jungle? It took us a couple years to get to where we are now, and this is probably the healthiest the jungle has been since Spirit Stone was removed. Jungler is a role that only League has, no other Moba has it, and it's a role that NO ONE knows how to design and balance for. Riot's bumbling through it and seems to hit a few good notes every now and then (scuttle crab, red/blue buff) but then just fumble about with almost everything else. See, it depends on soloQ vs. Pro play. Being in fog of war in LOL is extremely powerful (and single deaths are much more important than in DOTA early-midgame where your team can't control for fog of war). For pro play S2's low-economy vision-focused jungle was very healthy. There were over a dozen champs that could do that jungle and transition into the role the team wanted. However, for SoloQ it basically made the role into a 2nd support that people didn't like to play. They wanted to play master Yi jungle. So they gave it more gold, and made it harder for midlaners to take with jungle items. But the hard to clear jungle really constricted the pro play jungle pool. Also certain jungle items made the "carry" Yi-style jungles really broken in soloQ as well. IMO its a really hard problem to solve because of how powerful Fog of War is in LOL, but soloQ junglers can't take advantage of that as well, but we will lose all the junglers if we make them poor again. So its hard to solve. | ||
iCanada
Canada10660 Posts
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lilwisper
United States2515 Posts
On October 19 2016 10:55 Kinie wrote: When has Riot ever had a good balance for the jungle? It took us a couple years to get to where we are now, and this is probably the healthiest the jungle has been since Spirit Stone was removed. Jungler is a role that only League has, no other Moba has it, and it's a role that NO ONE knows how to design and balance for. Riot's bumbling through it and seems to hit a few good notes every now and then (scuttle crab, red/blue buff) but then just fumble about with almost everything else. Doesn't DotA have jungling (RoC DotA aka 3.6 3.7 3.8 3.9)? In fact I remember it having a mid jungle area and a huge farm area that was on top left and bot right. Granted it's not like the jungling league has, but it was there. EDIT: @iCanada It seems like a silly idea to me. They want to fix the jungle by adding a randomness factor to it? Doesn't seem too good to me. Like some folks were saying, you fix the jungle by making the choice to jungle vs gank more meaningful. | ||
Fildun
Netherlands4122 Posts
IT'S FINALLY HERE | ||
Sent.
Poland9165 Posts
The Flex Queue allows up to five players to queue up and compete—a lot like 2016's Dynamic Queue—and those who climb in both will earn extra rewards at the end of the season. If your premade squad wants a serious, competitive game, this is where you play. Or, if you're a solo player who wants to get good in an environment that rewards more team-oriented skills, the Flex Queue is also there for you. Ranked fives will naturally be merged with this queue, and as a result they'll be available 24/7. Nobody's gonna queue for Flex Queue solo unless those extra rewards will be sick. I'm not going to touch that shit to get a summoner icon or some ward skin. ACTIVE: Target any area on the map. After a brief delay, allies in the area are healed while enemies are damaged. Can be cast while dead. This item is either going to be broken or useless. | ||
evilfatsh1t
Australia8632 Posts
On October 19 2016 17:02 lilwisper wrote: Show nested quote + On October 19 2016 10:55 Kinie wrote: When has Riot ever had a good balance for the jungle? It took us a couple years to get to where we are now, and this is probably the healthiest the jungle has been since Spirit Stone was removed. Jungler is a role that only League has, no other Moba has it, and it's a role that NO ONE knows how to design and balance for. Riot's bumbling through it and seems to hit a few good notes every now and then (scuttle crab, red/blue buff) but then just fumble about with almost everything else. Doesn't DotA have jungling (RoC DotA aka 3.6 3.7 3.8 3.9)? In fact I remember it having a mid jungle area and a huge farm area that was on top left and bot right. Granted it's not like the jungling league has, but it was there. EDIT: @iCanada It seems like a silly idea to me. They want to fix the jungle by adding a randomness factor to it? Doesn't seem too good to me. Like some folks were saying, you fix the jungle by making the choice to jungle vs gank more meaningful. jungling exists in dota but it is not a 'role'. its an option simply an alternative means of gaining gold and xp to the lanes. the jungle camps provide no objective other than farm and to give space to teammates. the farm and xp gain from the creeps is much less so the amount of heroes that can commit to being a jungler from lvl 1 is limited (need very fast clear speeds) | ||
Fildun
Netherlands4122 Posts
The blast cone doesn't look like it should be in pro play though, but it should be fun in soloq. Both Knight's Vow and Redemption seem situationally good, which is exactly what they should be. The reworks don't look OP at first glance, which is better than expected. New armor pen looks weird, but should be fine. They severely underestimate the power of out of combat movespeed. Vayne is gonna be a pain in the ass to deal with. This looks like one of the better preseason updates. | ||
Gahlo
United States35130 Posts
Total Cost: 750 G Recipe: [Long Sword + 400 G] Stats: +15 Attack Damage UNIQUE Passive: +20 Movement Speed out of Combat UNIQUE Passive: After poaching 3 large monsters from the enemy jungle (60 second cooldown), transforms into a Serrated Dirk. Compared to Riot's attempts in the past to reward players for counter jungling, I think this is a decent way to encourage variant playstyles without enforcing it on the jungler on a large scale like Poacher's Knife used to. Hopefully there will be other items for the various jungling types that hasn't made it on the PBE because jungling stuff hasn't been pushed and that the Dirk slipped through because it's tied to Lethality. | ||
Fildun
Netherlands4122 Posts
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iCanada
Canada10660 Posts
The biggest question I have is what junglers besides Lee Singa even want Ad and armor pen... bit it is a cool item. Ad junglersspace equivalent of buying mini soulstealer on topace of any longsword. You get 400 gold for free at some point if you jungle the way I do. Which is nice because it rewards you for counter jungking if you take that risk. Usually it is hard to justify counter jungleing unless you see the other guy bottom or something because to do it safely you spend more time and pressure to get less gold. But this Poachers Dirk item allows battle ward junglers to pop off relatively early and be in the same spot they'd have been in if they hard farmed in addition to having denied the other guy. It is a nice touch. Gives you that extra oomph over the other guy that SotA does. They ought to keep Soto in though. I like SotA. | ||
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GrandInquisitor
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New York City13113 Posts
Strength of the Ages is about to join the We'll Miss You Cause You Were Just Too Damn Good Graveyard: FoN, Runic Bulwark, armor seals, Brutalizer, Athene's first item, Aegis aura, etc. etc. I hear Rylai's is on its way too. | ||
General_Winter
United States719 Posts
Kindred needs to steal camps anyway. If they want any serrated dirk items then it's probably a decent early pick up. The other thought I had is shaco. He wants to build all the dirk items, a hydra, and maybe a ga. Right now he doesn'T do much counter juggling. But maybe poachers is a big enouph reward to change styles a bit. He could rush Tiamat based on his own jungle then get poachers dirk and invade till he got the 400 gold upgrade, get another dirk and repeat. He probably wants 3 dirk items. Maybe go flash smite instead of ignite smite for a little extra safety while inavdeing. | ||
iCanada
Canada10660 Posts
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Frolossus
United States4779 Posts
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Slayer91
Ireland23335 Posts
On October 19 2016 10:18 iCanada wrote: Poachers Dirk is sick as fuck. WTF they killed Aegis. all aegis did was make the game slightly more boring for whichever bitch role had to buy it strength of ages was stupid you could get lik 3k hp on nidalee with just roa and strength of ages | ||
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GrandInquisitor
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New York City13113 Posts
On October 20 2016 01:54 iCanada wrote: They could have you know... got rid of one of the 3 mysteries no one uses ever and made cool jungle specific keystone that competed with SotA. What 3 are you thinking of? Bond of Stone is the only one that comes to mind, but there are definitely champs on which nothing else is better. And Stormraider's Surge is ridiculously good and starting to be much more popular - it's in a Cloud Drake state where it got overbuffed but not everyone has caught on yet. My best guess (and Sufficiency can counter this) as to the popularity of keystones in descending order: Strength of the Ages Thunderlord's Decree Fervor of Battle Deathfire Touch Grasp of the Undying Warlord's Bloodlust Stormraider's Surge Windspeaker's Blessing Bond of Stone | ||
Slayer91
Ireland23335 Posts
On October 19 2016 14:11 iCanada wrote: Does literally anyone like the Plants idea? seems like it will added much needed lulz to the jungle | ||
lilwisper
United States2515 Posts
On October 20 2016 03:24 GrandInquisitor wrote: Show nested quote + On October 20 2016 01:54 iCanada wrote: They could have you know... got rid of one of the 3 mysteries no one uses ever and made cool jungle specific keystone that competed with SotA. What 3 are you thinking of? Bond of Stone is the only one that comes to mind, but there are definitely champs on which nothing else is better. And Stormraider's Surge is ridiculously good and starting to be much more popular - it's in a Cloud Drake state where it got overbuffed but not everyone has caught on yet. My best guess (and Sufficiency can counter this) as to the popularity of keystones in descending order: Strength of the Ages Thunderlord's Decree Fervor of Battle Deathfire Touch Grasp of the Undying Warlord's Bloodlust Stormraider's Surge Windspeaker's Blessing Bond of Stone I'd switch Thunderlord's and SotA if you are going by popularity. | ||
iCanada
Canada10660 Posts
On October 20 2016 03:24 GrandInquisitor wrote: Show nested quote + On October 20 2016 01:54 iCanada wrote: They could have you know... got rid of one of the 3 mysteries no one uses ever and made cool jungle specific keystone that competed with SotA. What 3 are you thinking of? Bond of Stone is the only one that comes to mind, but there are definitely champs on which nothing else is better. And Stormraider's Surge is ridiculously good and starting to be much more popular - it's in a Cloud Drake state where it got overbuffed but not everyone has caught on yet. My best guess (and Sufficiency can counter this) as to the popularity of keystones in descending order: Strength of the Ages Thunderlord's Decree Fervor of Battle Deathfire Touch Grasp of the Undying Warlord's Bloodlust Stormraider's Surge Windspeaker's Blessing Bond of Stone I was thinking BoS and Stormraiders. But I admit Stormraiders is quite good. Just unpopular on lots of things. Then third was SotA. I dunno, not sure what I was thinking. Realistically I was thinking 1 jungle talent in each tree. So 3 in total. I think the plants totally fuck competitive jungling. How can I plan my route to say be top first in the snow all match up? Other guy might just get a plant hop a wall and beat me dye to walking time saved. How can I make strong smart uncounterable vision plays when they could just have just a plant spawn? How can I ganking early when I know the other guy could randomly just have full hp from a yellow plant? It's just retarded. That shit belongs in like dominion or ARAM. | ||
General_Winter
United States719 Posts
All of that on top of his W adding armor. Seems like ganks will be really safe even at low HP. | ||
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GrandInquisitor
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New York City13113 Posts
On October 20 2016 05:15 iCanada wrote: Show nested quote + On October 20 2016 03:24 GrandInquisitor wrote: On October 20 2016 01:54 iCanada wrote: They could have you know... got rid of one of the 3 mysteries no one uses ever and made cool jungle specific keystone that competed with SotA. What 3 are you thinking of? Bond of Stone is the only one that comes to mind, but there are definitely champs on which nothing else is better. And Stormraider's Surge is ridiculously good and starting to be much more popular - it's in a Cloud Drake state where it got overbuffed but not everyone has caught on yet. My best guess (and Sufficiency can counter this) as to the popularity of keystones in descending order: Strength of the Ages Thunderlord's Decree Fervor of Battle Deathfire Touch Grasp of the Undying Warlord's Bloodlust Stormraider's Surge Windspeaker's Blessing Bond of Stone I was thinking BoS and Stormraiders. But I admit Stormraiders is quite good. Just unpopular on lots of things. Then third was SotA. I dunno, not sure what I was thinking. Realistically I was thinking 1 jungle talent in each tree. So 3 in total. I think the plants totally fuck competitive jungling. How can I plan my route to say be top first in the snow all match up? Other guy might just get a plant hop a wall and beat me dye to walking time saved. How can I make strong smart uncounterable vision plays when they could just have just a plant spawn? How can I ganking early when I know the other guy could randomly just have full hp from a yellow plant? It's just retarded. That shit belongs in like dominion or ARAM. You know which plant is spawning pretty far in advance of when it spawns. | ||
Jek
Denmark2771 Posts
On October 20 2016 02:59 Frolossus wrote: new kat looks really exciting to play Yeah. Cant wait to see how she'll actually turn out to be in action. | ||
Gahlo
United States35130 Posts
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phyvo
United States5635 Posts
It's honestly been years since I played a real LoL game and at least a year since I bothered with the PBE but honestly this brought me back at least long enough to check things out. I'll leave the prognostication to you people who actually know things. | ||
kongoline
6318 Posts
Power farming junglers are something that we're suppressing yep jungler is going to be weaker than support http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/iLMv2kLV-pbe-jungle-notes-notes-on-updated-jungle-for-622?comment=00080000 | ||
General_Winter
United States719 Posts
On top of the other issue of making raptors even more attractive to mid lane making even less costly and gold for jungle. | ||
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IntoTheWow
is awesome32274 Posts
And what about innate power junglers like Shyvanna or Udyr? They cannot play toplane or mid as opposed to champions like Olaf, Hecarim or Nidalee... | ||
M2
Bulgaria4115 Posts
On October 20 2016 23:10 IntoTheWow wrote: It seems junglers with CC or super strong invade will be the norm then. RIP olaf? And what about innate power junglers like Shyvanna or Udyr? They cannot play toplane or mid as opposed to champions like Olaf, Hecarim or Nidalee... What makes you think that Shyvana, Udyr etc will be worse in the new jungle? Additionally, those changes will obviously flip the balance upside down, like every new season, so 2/3rds of the new season Riot will spend patching the weak/strong champs, so at the end, just before the new extreme changes come we will have something close to balance. | ||
iCanada
Canada10660 Posts
On October 21 2016 00:50 M2 wrote: Show nested quote + On October 20 2016 23:10 IntoTheWow wrote: It seems junglers with CC or super strong invade will be the norm then. RIP olaf? And what about innate power junglers like Shyvanna or Udyr? They cannot play toplane or mid as opposed to champions like Olaf, Hecarim or Nidalee... What makes you think that Shyvana, Udyr etc will be worse in the new jungle? Additionally, those changes will obviously flip the balance upside down, like every new season, so 2/3rds of the new season Riot will spend patching the weak/strong champs, so at the end, just before the new extreme changes come we will have something close to balance. http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/iLMv2kLV-pbe-jungle-notes-notes-on-updated-jungle-for-622?comment=00080000 "We will be suppressing heavy farming style junglers." S2, welcome back. Us junglers hated having gold anyway. Please mid take all my camps I'd like to be the same level as the support player. I didn't like having 1v1 kill pressure vs layers anyway. | ||
Slayer91
Ireland23335 Posts
"X Y Z champ and Xin zhao are going to suffer because they rely on clearing quickly" Has that guy ever played jungle xin? or does he play only champs warwick clear speed or slower? | ||
iCanada
Canada10660 Posts
I guess he good at farming if everyone else can't farm? Funny thing is that that level of play Xin ganks are retarded good. Like he just walks up and shits on kids. Easy to execute hard to fuck up, and you don't need your lane to initiate. I'll be interested to play test it I guess. Seems like they just want ivern to be OP. Lol | ||
Slayer91
Ireland23335 Posts
Unless by the nerf to power clearers they mean "monsters are tougher than usual up to level 9" which slightly buffs people who get levels from ganks early on but not a big deal. But 50 seconds respawn time is huge so most people should be able to clear and gank. | ||
Ansibled
United Kingdom9872 Posts
http://plays.tv/video/5807fbc86317086a38/riot-youre-tilting-me-with-these-krugs-lol | ||
Frolossus
United States4779 Posts
On October 20 2016 06:51 Jek wrote: Yeah. Cant wait to see how she'll actually turn out to be in action. some of the kat streamers have been streaming it a lot on pbe lately. looks like the time between getting resets and kills is way longer. most of the damage comes out of picking up the daggers meaning you need time to prep between resets. to me it indicates that she has more options of stuff to do in team fights On October 21 2016 01:45 iCanada wrote: Show nested quote + On October 21 2016 00:50 M2 wrote: On October 20 2016 23:10 IntoTheWow wrote: It seems junglers with CC or super strong invade will be the norm then. RIP olaf? And what about innate power junglers like Shyvanna or Udyr? They cannot play toplane or mid as opposed to champions like Olaf, Hecarim or Nidalee... What makes you think that Shyvana, Udyr etc will be worse in the new jungle? Additionally, those changes will obviously flip the balance upside down, like every new season, so 2/3rds of the new season Riot will spend patching the weak/strong champs, so at the end, just before the new extreme changes come we will have something close to balance. http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/iLMv2kLV-pbe-jungle-notes-notes-on-updated-jungle-for-622?comment=00080000 "We will be suppressing heavy farming style junglers." S2, welcome back. Us junglers hated having gold anyway. Please mid take all my camps I'd like to be the same level as the support player. I didn't like having 1v1 kill pressure vs layers anyway. s2 was actually the prime for farming junglers cause the camps were the weakest and respawned the fastest. that said this change is gonna keep me out of the jungle indefinitely | ||
iCanada
Canada10660 Posts
Leaving you red and golems. Lol. | ||
Gahlo
United States35130 Posts
On October 21 2016 02:45 Ansibled wrote: This doesn't seem easy to clear. http://plays.tv/video/5807fbc86317086a38/riot-youre-tilting-me-with-these-krugs-lol This is one of those times when I read a patch note and thing "I should wait until I see this in game, it looks too stupid on paper to be real." and I'm wrong. | ||
General_Winter
United States719 Posts
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Slusher
United States19143 Posts
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iCanada
Canada10660 Posts
Like they are making it S2 jungle again... the least popular role, literally less popular than ward bitch supporting. People liked jungling. | ||
Slayer91
Ireland23335 Posts
you could get philo hog trinity shurelyas randuins and have like 3k hp zoom and slow was pretty damn good | ||
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IntoTheWow
is awesome32274 Posts
On October 21 2016 02:45 Ansibled wrote: This doesn't seem easy to clear. http://plays.tv/video/5807fbc86317086a38/riot-youre-tilting-me-with-these-krugs-lol LOL. It needs benny hill music to emphasize the comedy value of clearing that camp. | ||
cLutZ
United States19573 Posts
On October 21 2016 05:34 iCanada wrote: I don't understand why riot thought the jungle was broken. Like they are making it S2 jungle again... the least popular role, literally less popular than ward bitch supporting. People liked jungling. You are confusing yoloQ with the competitive game. Not that this jungle fixes competitive problems in the least. Harder camps that spawn less just means only healthy clearers that can be low economy will be viable. At least in S2 anyone was viable because we all got the same gold from HOG and Philo! | ||
Gahlo
United States35130 Posts
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Slusher
United States19143 Posts
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Alaric
France45622 Posts
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Slusher
United States19143 Posts
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iCanada
Canada10660 Posts
On October 21 2016 06:37 cLutZ wrote: Show nested quote + On October 21 2016 05:34 iCanada wrote: I don't understand why riot thought the jungle was broken. Like they are making it S2 jungle again... the least popular role, literally less popular than ward bitch supporting. People liked jungling. You are confusing yoloQ with the competitive game. Not that this jungle fixes competitive problems in the least. Harder camps that spawn less just means only healthy clearers that can be low economy will be viable. At least in S2 anyone was viable because we all got the same gold from HOG and Philo! Last I checked I don't play competitive. I like farms. Wraith going to be lulzy instant clear for 20p gold for mids now. Junglers gonna be real poor. | ||
Jek
Denmark2771 Posts
On October 21 2016 05:59 IntoTheWow wrote: Show nested quote + On October 21 2016 02:45 Ansibled wrote: This doesn't seem easy to clear. http://plays.tv/video/5807fbc86317086a38/riot-youre-tilting-me-with-these-krugs-lol LOL. It needs benny hill music to emphasize the comedy value of clearing that camp. To be fair Krugs have always been horrible as a level 1 no leash start for post-rework Skarner since it's the only camp he cant be in spire range for. On October 21 2016 06:37 cLutZ wrote: Show nested quote + On October 21 2016 05:34 iCanada wrote: I don't understand why riot thought the jungle was broken. Like they are making it S2 jungle again... the least popular role, literally less popular than ward bitch supporting. People liked jungling. You are confusing yoloQ with the competitive game. Not that this jungle fixes competitive problems in the least. Harder camps that spawn less just means only healthy clearers that can be low economy will be viable. At least in S2 anyone was viable because we all got the same gold from HOG and Philo! Does this mean it's time for the glorious GP10 support items on junglers? The dawn of Targons are upon us. | ||
phyvo
United States5635 Posts
On October 21 2016 07:36 Slusher wrote: I was going off the skill video the ability indicator looked like a skill shot, maybe it isn't? It's 100% targeted. Can't even auto Q auto a tower anymore. | ||
iCanada
Canada10660 Posts
On October 21 2016 09:08 Jek wrote: Show nested quote + On October 21 2016 05:59 IntoTheWow wrote: On October 21 2016 02:45 Ansibled wrote: This doesn't seem easy to clear. http://plays.tv/video/5807fbc86317086a38/riot-youre-tilting-me-with-these-krugs-lol LOL. It needs benny hill music to emphasize the comedy value of clearing that camp. To be fair Krugs have always been horrible as a level 1 no leash start for post-rework Skarner since it's the only camp he cant be in spire range for. Show nested quote + On October 21 2016 06:37 cLutZ wrote: On October 21 2016 05:34 iCanada wrote: I don't understand why riot thought the jungle was broken. Like they are making it S2 jungle again... the least popular role, literally less popular than ward bitch supporting. People liked jungling. You are confusing yoloQ with the competitive game. Not that this jungle fixes competitive problems in the least. Harder camps that spawn less just means only healthy clearers that can be low economy will be viable. At least in S2 anyone was viable because we all got the same gold from HOG and Philo! Does this mean it's time for the glorious GP10 support items on junglers? The dawn of Targons are upon us. People wouldn't even bitch about the tax. LOL. | ||
kongoline
6318 Posts
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Yorbon
Netherlands4272 Posts
It will lower my queue times of even more though, don't know if that's really fine.. | ||
evilfatsh1t
Australia8632 Posts
doesnt mean playing jungles shouldnt be boring or less rewarding, but reducing their influence doesnt sound too bad imo | ||
kongoline
6318 Posts
On October 21 2016 06:39 Gahlo wrote: More prepreseason. Courage of the Colossus (Resolve, Tier 6) "Gain a shield for 10+ 10 per level + 7% of your maximum health for each nearby enemy champion for 4 seconds after hitting an enemy champion with hard CC (30 second cooldown)" 190+ 35% max hp zac incoming LUL | ||
Jek
Denmark2771 Posts
On October 21 2016 15:15 kongoline wrote: Show nested quote + Courage of the Colossus (Resolve, Tier 6) "Gain a shield for 10+ 10 per level + 7% of your maximum health for each nearby enemy champion for 4 seconds after hitting an enemy champion with hard CC (30 second cooldown)" 190+ 35% max hp zac incoming LUL Alistar and Leona all-ins are going to be disgusting. | ||
kongoline
6318 Posts
![]() for second i thought its gonna be most broken item in game then i saw it has 1.5s channel, not sure what to think about it anymore :o | ||
Sent.
Poland9165 Posts
On October 21 2016 19:12 kongoline wrote: ![]() for second i thought its gonna be most broken item in game then i saw it has 1.5s channel, not sure what to think about it anymore :o Perfect Shaco item, assuming it doesn't break his invisibility | ||
General_Winter
United States719 Posts
I wonder how this interacts with banshees veil. If assasins can come at you and ignore the first 2 spells then it's gonna be pretty hard to keep them away in the midgame. Though maybe that's not s worry since they don't really want BV in the first place. | ||
Jek
Denmark2771 Posts
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iCanada
Canada10660 Posts
On October 21 2016 14:58 evilfatsh1t wrote: yeah i dont mind that junglers are getting less gold overall. as a dota player it seems normal for me and this season tbh the jungler has a stronger presence in dictating the game than the mid laner, which is stupid and defies logic to me. doesnt mean playing jungles shouldnt be boring or less rewarding, but reducing their influence doesnt sound too bad imo Says the mid laner. ![]() | ||
General_Winter
United States719 Posts
But more seriously I think every role should, to the extent possible, be simmeraly impactful and that every player should have a chance of carrying the game if they are particularly on fire and play above their usual level. If a role is weakened to a point where someone playing that role can be the best player and not be impactful than that's a problem. | ||
JimmiC
Canada22817 Posts
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Slusher
United States19143 Posts
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Frolossus
United States4779 Posts
On October 22 2016 02:54 Slusher wrote: To be honest mid was so overpowered in terms of game influence in s3 (maybe 4 but less than 3) it's hard for old school mid players to like waveclear meta even if it is balanced. s2 was waveclear meta though | ||
cLutZ
United States19573 Posts
It was just a time where you could put all your eggs into one basket. | ||
Shikyo
Finland33997 Posts
Sona specifically allows you to permanently be at +billion speed, giving enormous vision control all over the map and enabling you to assist with skirmishes all over the map and of course, with an AP build as you gain some levels you can hit and run ridiculously well and safely while bursting squishies for over half their health every 3 seconds or so. Currently 13-1 in my last 14 games with Support Sona at 7.42:1 KDA but of course, I decayed massively so it likely won't continue being this easy. But for stomping lower level players this >>>>>> Jungle or Mid IMO. | ||
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GrandInquisitor
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New York City13113 Posts
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Slusher
United States19143 Posts
1 Drake pre 20 min 1)Ocean 2)Fire 3)Mountian 4)Air 1 Drake post 20 min 1)Fire 2)Mountian 3)Ocean 4)air 2 stack Drakes 1)fire 2)Mountian 3)air 4)Ocean 3 stack Drakes 1)fire 2)air 3)Mountian 4) Ocean ppl were talking in the semis thread on this topic since 3 stack drake came into play 4 times in 5 games, curious what peoples thoughts are. | ||
kongoline
6318 Posts
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Jek
Denmark2771 Posts
Ocean drake at every point of the game feel very strong. It's the best during laning and it scales tremendously well as you gain more stats. Always being topped off when dancing around objectives or when you move around is just super strong. Mountain is strong as long as there's objectives to take aka basically the entire game, with 3 mountains even a support can backdoor (I've done it, nobody expect the special tactic spec ops secret agent 007 WOMD Janna mission). I suppose my rating would be something like: Early: 1) Ocean 2) Mountain 3) Fire 4) Air Mid: Same Late: 1) Ocean = Mountain 2) Fire 3) Air Full build (or close to): 1) Fire 2) Mountain >= Ocean 3) Air If you only have 1 Drake anything but Air feels equal to me. If you get a 3 stack off the first 3 drakes I'd take Mountain drake since if you get 3 first drakes you're usually ahead and Mountains mean you can capitalize very hard in a somewhat early stage of the game. Against or running a poke comp Ocean wins out by a large margin at any point of the game and in 3/4 threat or 1-3-1 comp Fire. | ||
Gahlo
United States35130 Posts
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Sent.
Poland9165 Posts
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iCanada
Canada10660 Posts
<_< How am I supposed to test the jungle when I need to level to 10 to get smite. | ||
Gahlo
United States35130 Posts
On October 23 2016 10:42 iCanada wrote: Why do PBE accounts start at level 1. <_< How am I supposed to test the jungle when I need to level to 10 to get smite. Because get rekt m8. 1-10 is one of the most important parts of the game. Only makes sense that people should test it. | ||
JazzVortical
Australia1825 Posts
On October 23 2016 05:06 Sent. wrote: I have no idea which dragon is the best but triple cloud drake + mobi boots is really fun. Triple ocean buff also feels great when it kicks in after you leave a teamfight with 10% hp. Other two are boring to me altough I havent tried backdooring with 3 mountain drakes yet. All 4 buffs are boring IMO, but I don't know how you could make interesting ones that aren't game breaking in some way. | ||
kongoline
6318 Posts
On October 21 2016 19:19 Sent. wrote: Show nested quote + On October 21 2016 19:12 kongoline wrote: ![]() for second i thought its gonna be most broken item in game then i saw it has 1.5s channel, not sure what to think about it anymore :o Perfect Shaco item, assuming it doesn't break his invisibility just realized it hard counters karthus | ||
iCanada
Canada10660 Posts
On October 23 2016 10:51 Gahlo wrote: Show nested quote + On October 23 2016 10:42 iCanada wrote: Why do PBE accounts start at level 1. <_< How am I supposed to test the jungle when I need to level to 10 to get smite. Because get rekt m8. 1-10 is one of the most important parts of the game. Only makes sense that people should test it. Just needed to play the beginner stuff then I got 10000 RP and IP, and level 30. My initial thoughts from 1 game and farming a bunch in customs; XP and gold in the jungle are around the same as before. If you successfully counter jungle or get counter jungled it is a big big deal. I killed the enemy Kindred at Scuttlecrab as Lee Sin, then took his Golems and Wraiths. I went Golems>Red>Wraiths. I assume he went Blue>Wolves>Red or something, met him at the marked Scuttle. I was level 6 at 4 minutes 30 seconds. He was still level 4 at 7 minutes. Golems worth 2 camps of XP and gold, Wraiths worth 1.5 camps. SO essentially junglers gain all the gold lost back from these two camps. That being said, holy shit if you counter jungle these camps you create huuuge disparities in level and gold between you and the other guy. Lee Sin I think will be top tier. I quickly tested the clears of a few champs, and Lee's was by far the best.The lifesteal Buff to the machete and the buff camps losing the small guys helps him out a lot. He has the AoE and Single target to quickly kill and clear. He moves up a few tiers in terms of clear ability for sure. Jarvan feels quite good as well, probably has the largest improvement out of all junglers. Fastest I tried was Shyvana. Some of the old AoE gods that wrecked the jungle have a rough time because they get shit on at Golems and that is the most important camp. Biggest examples are Hecarim, Skarner, and Nocturne. They spend a lot of time and HP at Golems. Is weird, you expect the camp to be an AoE camp, but single target fairs much better there. Seems like the best junglers right now are the ones with good single target and AoE spells; Shyv, Lee, Elise, Nidalee, Jarvan, honourable mention to Amumu because he rolls over Wraiths. Faster junglers get a full retard amount of time to dick around and make something happen when they finish their clear. Seems like Riot really wants people to gank hard. I don't think hard farming is gone, just they want junglers to gank. You can hit 3 from Golems>Wraiths. Any other start you need 3 camps to hit 3. If you can't start red side of jungle my initial thought is you likely aren't a viable jungler. The jungle is quite trivial if you start blue side, but you are just slower and the other guy gets to come in hot with an XP advantage and contest your more valuable red side camps. If you went Golems>Red>Wraiths you are 20% of a bar from level 4 whereas when you clear blue side you are just level 3 with no bar. I bet Shyvana could clear red side, and contest wraiths and hit 4 from a few small wraiths if the other jungle starts blue side. Plants are quite un-impactful. They are there I guess. I am happier about them than before. They do start spawning at 2 minutes though, and a lucky explosion plant can speed your clear by 10 seconds. I am less than impressed by that. | ||
iCanada
Canada10660 Posts
On October 21 2016 20:07 Jek wrote: I wonder if it breaks Evelynn's passive. Can confirm, breaks Eve passive. EDIT: Riot fucked up real bad. Shaco is an absolute fucking monster. LOL. His Q at level 5 is 4.5 seconds of stealth undetectable with no warning. And Riot added movement speed out of combat to everything he wants. LOL. With Q maxxed, Mobis and a Dirk item Shaco can Rengar lane gank with no warning display every 13 seconds. He also has near 1 shot potential on anything Squishy; Backstab + Decieve Onhit + greenfathers gift & fresh blood + Tiamat -> TLORDS -> Two-shiv w/ its newexecute. At level 8 that is like 900 damage. Terrifying. Gets scarier when Shaco gets Shiv and new Drakkthar. Shaco is going to be pick/ban in soloqueue. Hell maybe even in pro play. His early game is less abusive (no more multiple camps at one time) but he farms way better with his new passive. | ||
Alaric
France45622 Posts
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lilwisper
United States2515 Posts
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iCanada
Canada10660 Posts
On October 23 2016 22:10 Alaric wrote: Wasn't Deceive something like 3.5 or 4s on live? So for the early game it's much worse since he can't come from far enough to hide the puff of smoke, and once you get mobis and stuff the difference isn't that big? Live Deceive is 3.25. It is a nerf early game till he gets 4 points in it, in which it is a buff. His mid game gets kind of silly. That being said, i think Shaco has enough options for scary ass pathing as it is that he will likely be fine. His passive is also much nicer for farming the jungle. He isn't like amazing or anything, but he can keep pace. 4.5 seconds is a massive amount of time with Mobi's and some dirk items you can pop it from behind bot tower and walk to where the enemy teams tower is. You definitely cannot do that on live. Honestly, once Shaco hits level 8 you basically need not ward because he can kill you regardless. Its the difference between being able to pop Q out of range from wherever and getting behind them, and just having it wear out in range. 4.5 seconds is enough to almost always get behind them from out of vision. I think as a champ he is generally more viable than before. Less reliant on snowball of abusive early games, because you can farm easier with new passive, and your mid game is much stronger than before. | ||
cLutZ
United States19573 Posts
On October 23 2016 13:08 JazzVortical wrote: Show nested quote + On October 23 2016 05:06 Sent. wrote: I have no idea which dragon is the best but triple cloud drake + mobi boots is really fun. Triple ocean buff also feels great when it kicks in after you leave a teamfight with 10% hp. Other two are boring to me altough I havent tried backdooring with 3 mountain drakes yet. All 4 buffs are boring IMO, but I don't know how you could make interesting ones that aren't game breaking in some way. Yea. It was an experiment just like the old stacking dragon, and in the end its just like the old dragon, with RNG possibly screwing you if you have a certain comp. | ||
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GrandInquisitor
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New York City13113 Posts
On October 23 2016 04:54 Gahlo wrote: This is the beginning and the end of why Infernal is overrated. This is really interesting and reminds me of how Ketara would always advocate Void Staff before Rabadon's Deathcap on Lux: it amplifies all of your damage, whereas Rabadon's only amplifies your scaling damage and not your base. | ||
JimmiC
Canada22817 Posts
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Yorbon
Netherlands4272 Posts
On October 25 2016 01:30 JimmiC wrote: I have no numbers at all, but my feeling says Mid>top>adc>jungle>>>>>>>>>>support, because I normally queue support jungle and always get support, and when i changed it to top jungle, I got more jungle than top on a very small sample size.Which que's are the longest I'm guessing Mid>adc>jungle>top>>>>>>>>>>support but I was wondering if anyone had the numbers or a firm answer. | ||
Sent.
Poland9165 Posts
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M2
Bulgaria4115 Posts
On October 25 2016 01:30 JimmiC wrote: Which que's are the longest I'm guessing Mid>adc>jungle>top>>>>>>>>>>support but I was wondering if anyone had the numbers or a firm answer. Its: 1. Mid 2&3 Adc, Jungle 4. Top 5. Support Adc and Jungle are close tight for the 2nd and 3rd, the others are like that | ||
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GrandInquisitor
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New York City13113 Posts
On October 24 2016 23:31 GrandInquisitor wrote: Show nested quote + On October 23 2016 04:54 Gahlo wrote: This is the beginning and the end of why Infernal is overrated. This is really interesting and reminds me of how Ketara would always advocate Void Staff before Rabadon's Deathcap on Lux: it amplifies all of your damage, whereas Rabadon's only amplifies your scaling damage and not your base. Oh incidentally I posted this to Reddit, arguing that only for ADC's is Infernal noticeably better than the other dragons, and that on an AP mid Infernal is approximately the same as all the other dragons. And then LS came in and called me an idiot and got a downvote brigade going on all my posts. Good to know that whatever else may change in this crazy modern world, LS being hilariously wrong is not one of them. | ||
Yorbon
Netherlands4272 Posts
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GrandInquisitor
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New York City13113 Posts
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Ansibled
United Kingdom9872 Posts
It seems they're chaning plants up a bit, still not very sold on the idea. http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/pFTGGbog-plant-spawn-system-iteration-1025 | ||
Yorbon
Netherlands4272 Posts
You two seem to have a history... His personal attacks really weren't necessary. But I do see (part of) his point though that the stats you linked to do not tell the entire tale. But I am too bad to know whether those 'hidden features' make enough of a difference for the original point to hold. | ||
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GrandInquisitor
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New York City13113 Posts
For me, I think that if you really do think Infernal is OP, you should cite to ADC's as an example of it being OP. And if you cite to AP champs, that kind of proves you don't know how Infernal works. | ||
Fildun
Netherlands4122 Posts
All four dragons give map play benefits. All the buffs open up new possible plays, so I think in that sense they're about equal, but inferno has the added benefit of being useful for combat, so it's quite a lot stronger than the rest of them. | ||
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GrandInquisitor
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New York City13113 Posts
EDIT: I mean we just came off of a series that SKT literally won because their Cloud Drakes in game 5 got them to Baron in time. I can't think of a better example of its strength. If you're ahead and take Infernal, you're just slightly more ahead. If you're ahead and take Cloud, you're earning advantages your gold can't buy otherwise. | ||
Skitter
United States899 Posts
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cLutZ
United States19573 Posts
On October 26 2016 06:37 GrandInquisitor wrote: I largely agree with the caveat that being in the right place at the right time (Cloud), having more health (Ocean), and taking less damage from Baron/Dragon because you kill them faster (Mountain) is really important for combat too! It seems a bit arbitrary to declare one dragon as having "in-combat stats" and therefore more useful when the others are just as key for picking the right fight, just less noticeable. The thing I say give infernal and mountain (particularly over air) drakes such an advantage is that they let you do a very simple play with greater effectiveness, which is really what you want to do in LOL. It is kind of the SKT way to win games. Step 1: Set up around an objective where you want to fight. Step 2: Force enemy to fight you on your terms. Step 3: Fight. Preferably win fight. Step 4: Take said objective. Now take more objectives. Water is a good laning drake, and can help in some situations later on, but it becomes very situational. Air is good for those "rotation" plays, but that is even more comp-specific, plus your team actually has to be good at that. It isn't like the good Janna passive that persisted through combat (which is where the real power of movement speed is). | ||
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GrandInquisitor
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New York City13113 Posts
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Jek
Denmark2771 Posts
I sure as hell would rather have a topped off top and jungler joining the fray than a smidge more damage from your carries. EDIT: Ls ignoring it too in his last reply, over the course of multiple trades you just need, what, 2-3 ticks from an Ocean to outheal the smidge of damage from an Infernal. Nevermind the impact the mana advantage it grants. Of course you can sort of counteracts the Ocean's effect by constantly throwing spells and autos, but then you'll either not have mana/CDs to control your waves and/or take minion damage from autos. | ||
Slusher
United States19143 Posts
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Yorbon
Netherlands4272 Posts
Ok, not really, I posted this before watching the vid. | ||
Skitter
United States899 Posts
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Zess
Adun Toridas!9144 Posts
The "40" hp difference is probably because the first syndra combos so slowly that there is actual noticeable HP regen. | ||
cLutZ
United States19573 Posts
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iCanada
Canada10660 Posts
On October 26 2016 07:46 Slusher wrote: I always scratch my head when ls bashes people based on their ladder rank. One would think a guy with a pretty large outlier for highest placement in a season wouldn't want to draw attention to that. But it's pretty clear he thinks everyone else is too dumb for him to have to cover his arguments, or tracks. If LS had a map hack in LoL he would be challenger in Korea for sure. ![]() | ||
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GrandInquisitor
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New York City13113 Posts
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Slusher
United States19143 Posts
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Gahlo
United States35130 Posts
Zirene is on the case! | ||
Fildun
Netherlands4122 Posts
Now I still think infernal is very good, especially because I think people overrate a couple of the other drakes, but when it's the same as 3 minion auto's the skill difference in lane will always be way more impactful than the infernal drake. | ||
AlterKot
Poland7525 Posts
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Sent.
Poland9165 Posts
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AlterKot
Poland7525 Posts
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GrandInquisitor
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New York City13113 Posts
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dsyxelic
United States1417 Posts
That 5s or whatever feels very significant in many games | ||
PrinceXizor
United States17713 Posts
On October 26 2016 06:57 cLutZ wrote: I still dont get the plants, at all. They appear to be being added to solve a problem that doesnt exist. Unless someone can tell me the problem that does exist that an explosive fire jump plant solves? They want some randomness to the jungle to break up the stagnation of solo queue jungling. however they kinda just gave mid lane a target for landing (the heal plant). and the fire jump i totally just think someone at riot thought it'd be cool. like the guy that puts a spinning blade on his robot because it's cool even though everyone knows that the flipbots are the best. | ||
Gahlo
United States35130 Posts
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foxmeep
Australia2333 Posts
Edit: Never mind, there's camouflaged and invisible now. Wukong is going to be seriously annoying though. | ||
Sent.
Poland9165 Posts
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phyvo
United States5635 Posts
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Yorbon
Netherlands4272 Posts
On October 30 2016 03:27 phyvo wrote: It will reveal the shroom and disable it. Any kind of invisible trap will be revealed and disabled (only other one I can think of right now is shaco boxes). Control wards (the new name) also reveal camouflaged champions (only twitch, eve, and rengar). jhin traps prob is another one? I assume that everything regarding traps will stay the same, unless mentioned explicitly in the notes. | ||
General_Winter
United States719 Posts
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M2
Bulgaria4115 Posts
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JimmiC
Canada22817 Posts
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M2
Bulgaria4115 Posts
On November 02 2016 05:34 JimmiC wrote: is that when its the last time to get the border? No, 7th of November is the end | ||
JimmiC
Canada22817 Posts
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Gahlo
United States35130 Posts
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JimmiC
Canada22817 Posts
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cLutZ
United States19573 Posts
On November 02 2016 08:50 JimmiC wrote: I got a survey on LOL with what I would like to see. I hammered on "replays" I just copied one of my TL posts. | ||
PrinceXizor
United States17713 Posts
On November 02 2016 08:16 Gahlo wrote: Masteries Oh dear god. ranged supports are going to be even more oppressive. 3% target current health +10(+1 per level) bonus damage every 9 seconds is a lot of free damage, on top of thunderlords and frost queen. vs a 700 hp support. thats 96 bonus damage a wave from just autos. The poor beta testers when it probably triggered thunderlords on the first auto when it got put in initially. lol | ||
iCanada
Canada10660 Posts
-.- Riot pls. | ||
M2
Bulgaria4115 Posts
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PrinceXizor
United States17713 Posts
On November 02 2016 18:55 M2 wrote: Junglers like Shyvana, Yi, Olaf, Xin maybe even Kayle will have really hard time choosing a key stone mastery, no sota, fervor looks strange and underwhelming, I don't know honestly, Riot also said that the new jungle will be designed in a way to nerf power farming junglers Olaf might like stormraiders. Xin might love the new Courage of the Collosus, using his ult gets him a shield AND armor/mres, or if it's a single target, his Q knock up. The rest eh. | ||
General_Winter
United States719 Posts
I suppose tiger Udyr also loses power if he went ferocity, but I didn't play him much and he may have just gone for 300 health. | ||
kongoline
6318 Posts
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iCanada
Canada10660 Posts
On November 02 2016 19:21 PrinceXizor wrote: Show nested quote + On November 02 2016 18:55 M2 wrote: Junglers like Shyvana, Yi, Olaf, Xin maybe even Kayle will have really hard time choosing a key stone mastery, no sota, fervor looks strange and underwhelming, I don't know honestly, Riot also said that the new jungle will be designed in a way to nerf power farming junglers Olaf might like stormraiders. Xin might love the new Courage of the Collosus, using his ult gets him a shield AND armor/mres, or if it's a single target, his Q knock up. The rest eh. Shy prolly wants Stormraider's. She might like Fervor too. It's not bad it's just slightly worse than before. Yi is screwed but I ain't even mad. I'm most worried about kindred. New jungle puts her in a weird place. | ||
General_Winter
United States719 Posts
"Dear world. I feel so much joy about the new jungle that I just overflow with happiness and I want to share the joy with all the other players too. " :::instalock shaco::: | ||
Yorbon
Netherlands4272 Posts
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M2
Bulgaria4115 Posts
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Jek
Denmark2771 Posts
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iCanada
Canada10660 Posts
On November 03 2016 18:16 M2 wrote: is shaco looking the scariest from them all? I honestly think the early levels nerf on Q time will make him weaker than now. Of course he looks kind of more viable late game, but this is not something you look for in an assassin. I could be wrong though New shaco is 400% better at pve. And his midgame is gross because with the new out of combat movespeed items he becomes 15cd Rango ult ganking bot. He'll tear up solo queue. Chickens are hard. But he steamrolls Krugs. ST jungles better at kruging due to weird spawn delay. Hard for AoE guys to do it. | ||
Jek
Denmark2771 Posts
Since there's now only the big guy at buffs can he place traps so the duo lane smacks it down and a trap finishes it off? The last box placed so the buff will follow the support/adc down into it when they leave to lane. If it's possible I could see some beyond cheesy toplane ganks. | ||
Alaric
France45622 Posts
Relatively speaking it's "less worse" for single-target. I don't know if it's actually better for them? Taking into account the increased bounty? | ||
iCanada
Canada10660 Posts
But yeah, due to not hitting as high dps on single target, aoe only jungles take forever on krugs. | ||
iCanada
Canada10660 Posts
On November 04 2016 02:47 Jek wrote: Oh, that's interesting. I assumed Krugs would be a huge nerf to single target junglers. Since there's now only the big guy at buffs can he place traps so the duo lane smacks it down and a trap finishes it off? The last box placed so the buff will follow the support/adc down into it when they leave to lane. If it's possible I could see some beyond cheesy toplane ganks. I would be weary of doing that. Buffs one hit shaco boxes level 1. They weaker early. Scale base Stats with shacos level. They can't really tank Buffs till later. I think you'd likely end up sans buff with the bottom lane taking. I also think more often than not bot lane would fuck it up. | ||
Kinie
United States3106 Posts
Edit: The way you guys are making it sound, it seems like the current OP stuff (Olaf, Hecarim, Nidalee, Zac, Graves) will still do just fine, and that maybe Shaco shows up because of how bullshit his stealth will be once he gets a CDR item. | ||
iCanada
Canada10660 Posts
Lee and Elise I think have been buffed overall. Mixed ST / AoE jungles do very well. Shy / kindred is another one but she hates the mastery changes. Kindred in particular will have her game decided by level 3 most games i think. So much free standing XP on the map to start the game with big lulls in time where you can make plays. Like a minute and a half on most junglers. Other than that it is pretty much the same. I hate how late krugs spawn though. | ||
JimmiC
Canada22817 Posts
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iCanada
Canada10660 Posts
I'll give him a gander tho. I imagine awesome except for krugs. | ||
Slusher
United States19143 Posts
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cLutZ
United States19573 Posts
On November 05 2016 07:59 Slusher wrote: If st jugglers were buffed Voli might be strong the new keystone makes sense for him too Idk if voli has a place with rylias still being pretty good. | ||
iCanada
Canada10660 Posts
On November 05 2016 07:59 Slusher wrote: If st jugglers were buffed Voli might be strong the new keystone makes sense for him too I dunno if buffed is the right word. I think if anything solely AoE guys were beefed and the hybrids reign supreme. | ||
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GrandInquisitor
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New York City13113 Posts
On November 05 2016 09:27 cLutZ wrote: Show nested quote + On November 05 2016 07:59 Slusher wrote: If st jugglers were buffed Voli might be strong the new keystone makes sense for him too Idk if voli has a place with rylias still being pretty good. My favorite part about preseason is going to be Rylai's going to the trash heap. That's going to have such a huge impact and single-handedly solve a ton of problems with the meta right now. | ||
General_Winter
United States719 Posts
Talon looks to have some good tools, single target burst, some decent AOE and the ability to go for strange gank paths. | ||
M2
Bulgaria4115 Posts
On November 07 2016 19:59 General_Winter wrote: Whenever a new champ comes out or is updated, I always wonder if they can jungle. Has anyone on PBE tried to take one of the post update assasins into the jungle? Talon looks to have some good tools, single target burst, some decent AOE and the ability to go for strange gank paths. NB3 played both Rengar and Talon jungle on PBE and they looked all right, but lets not forget that he plays vs silvers/golds there so who knows. I think he also played Fizz, Shaco, but I did not see these games to comment | ||
kongoline
6318 Posts
how the hell riot considers this less complicated than what we got now lol | ||
PrinceXizor
United States17713 Posts
On November 07 2016 23:18 kongoline wrote: https://www.youtube.com/watch?v=OuNDqHk1Q6Y&feature=youtu.be how the hell riot considers this less complicated than what we got now lol It's pretty obvious that a pair of teams worked on this. one group worked on changing current stuff, and another worked on adding new stuff. But uh. they made gromp/krug spawn later because of bot lanes, but they added a raptor. so mid laners like syndra will just take 5 mini raptors at lvl 1 and head to lane with 140 xp and 50 gold, missing out on a melee minion worth 21 gold and 59 xp. also interesting how they used two different terms for the same thing, to justify the changes. "removing extra complexity" vs "adding decision making" | ||
cLutZ
United States19573 Posts
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M2
Bulgaria4115 Posts
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iCanada
Canada10660 Posts
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Gahlo
United States35130 Posts
I really wish Riot would fire people that work on the jungle. They consistantly fuck it up whenever it gets remotely solid. | ||
M2
Bulgaria4115 Posts
They always say what do they dislike, like in this case one of the thing they mentioned is that jungle currently is the strongest role with the most impact. But again they do not say what is the goal. 6 preseason in a row and there is no real info on this. Additionally why is a problem that jungle is the strongest role, one of the roles will be, let it be jungle, does it really matter? | ||
kongoline
6318 Posts
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cLutZ
United States19573 Posts
On November 08 2016 04:59 kongoline wrote: at this point i dont even think they have goal in mind but do changes so the game feels fresh and doest die But that doesn't explain why (at least to me) their changes are always in the same direction: Away from vision control and champion choice and towards more pre-set optimal paths run by the small subsets of champions capable of running them. | ||
Sent.
Poland9165 Posts
On November 07 2016 23:18 kongoline wrote: https://www.youtube.com/watch?v=OuNDqHk1Q6Y&feature=youtu.be how the hell riot considers this less complicated than what we got now lol Does honeyfruit only spawn in the river? | ||
iCanada
Canada10660 Posts
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M2
Bulgaria4115 Posts
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dsyxelic
United States1417 Posts
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Sent.
Poland9165 Posts
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kongoline
6318 Posts
a janna shield with ardent censer now gives health, armor/mr (windspeakers), ad, attack speed, magic dmg on hit, and health restore on hit | ||
dsyxelic
United States1417 Posts
On November 09 2016 04:10 Sent. wrote: EUW has draft pick, riot probably fucked up and will fix it soon not talking about right now, it's what they are going to do for this upcoming season/preseason which is in a week I believe? | ||
kongoline
6318 Posts
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NeoIllusions
United States37500 Posts
DARKNESSSSSSSssssssss | ||
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