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[Patch 9.7] Dunkmaster Ivern General Discussion

Forum Index > LoL General
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AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 03 2019 01:34 GMT
#1
Welcome to this patch's General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends. Free feel to talk about anything LoL related here that does not already have its own thread.

Non-League of Legends discussion should go in the LiquidLegends Lounge.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL

Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.

Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.

Patch 9.7: Live on Apr. 03, 2019

+ Show Spoiler [Previous GD Threads & Patch Notes] +

Patch 9.6 Corgi Corki General Discussion
Patch 9.5 Morgana/Kayle Reworks Discussion
Patch 9.4 Rek'sai Buffs General Discussion
[Patch 9.3 AD Itemization Changes General Discussion
Patch 9.2 Sylas Release General Discussion
Patch 9.1 Welcome to Season 9! General Discussion
Patch 8.24 Neeko Release General Discussion
Patch 8.23 Preseason Shakeup General Discussion
Que Sera Sera
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
Last Edited: 2019-04-03 01:36:45
April 03 2019 01:35 GMT
#2
Another small patch, somewhat interesting changes to minor runes. With some small buffs here and there for tank junglers, both with items and runes.

Expected bigger Kayle nerfs tbh tho.

And that Pyke buff...yikes. Champ scares me. I never seem to lose against him but its so infuriating to play against.
Que Sera Sera
starkiller123
Profile Joined January 2016
United States4030 Posts
April 03 2019 01:36 GMT
#3
woo small rumble buffs!
Gahlo
Profile Joined February 2010
United States35150 Posts
April 03 2019 01:52 GMT
#4
On April 03 2019 10:35 AdsMoFro wrote:
Another small patch, somewhat interesting changes to minor runes. With some small buffs here and there for tank junglers, both with items and runes.

Expected bigger Kayle nerfs tbh tho.

And that Pyke buff...yikes. Champ scares me. I never seem to lose against him but its so infuriating to play against.

As somebody that plays ARAM pretty much exclusively, I'm pretty livid that they're buffing Pyke.
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 03 2019 03:39 GMT
#5


IG Skin previews. Pretty clean. People are probs gonna hate because of the colorscheme being "boring" but I like em.
Que Sera Sera
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2019-04-03 05:26:22
April 03 2019 05:25 GMT
#6
I really like all of them, but its super weird to see a Rakan skin without a matching Xayah skin.

YOOOO Pyke buffs look nasty
DarkCore
Profile Joined March 2011
Germany4194 Posts
Last Edited: 2019-04-03 08:48:31
April 03 2019 08:08 GMT
#7
Did Witt's end just become better for ADC. Like vayne could legit go botrk Witt's Vs AP heavy teams, and still find it useful in the lane. Combined with Maw means AS champs have a much better counter to AP champs than crit ADC, not sure bout this one.

Sweet lord, how did I oversee those Mundo buffs.
Fixed a bug where LeBlanc could lose
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
April 03 2019 11:47 GMT
#8
Love all the changes this patch. That's the first time in years I think.

They might have went a bit over the top with Sylas, but he was pretty silly before so lets see. No idea what to think of Wits End but I like the idea.

On April 03 2019 17:08 DarkCore wrote:
Did Witt's end just become better for ADC. Like vayne could legit go botrk Witt's Vs AP heavy teams, and still find it useful in the lane. Combined with Maw means AS champs have a much better counter to AP champs than crit ADC, not sure bout this one.

Sweet lord, how did I oversee those Mundo buffs.

Rageblade wasn't silly enough already...

I think it sort of got worse on the old users but stronger on everyone else. The loss of MR shred hurt all the traditional users quite a fair bit due their natural hybrid damage and especially considering they often use Hurricane too so there's no longer the utility of boosting all other sources of magic damage on your team.

The 500 cost increase is pretty nasty, but it sure is some crazy sustain on melee users.

It's Elo not ELO - Every statiscian playing League
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 03 2019 12:02 GMT
#9
idk but a varus almost 1v9d with that item so seems busted.
Que Sera Sera
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 03 2019 13:51 GMT
#10
No such thing as over the top with Sylas, probably the worst designed character ever made. Free lich bane, check. Free Tiamat, check. 20%-100% heal, check. 2 gaplcosers including a point and click, check and check. Alright boys let’s top this off with an ult steal that cannot be prevented.
Carrilord has arrived.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
April 03 2019 17:34 GMT
#11
garen buff pog
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 04 2019 07:39 GMT
#12
Sylas fighting oppression by being the most oppressive champion in the game.
Fixed a bug where LeBlanc could lose
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 04 2019 09:58 GMT
#13
On April 04 2019 16:39 DarkCore wrote:
Sylas fighting oppression by being the most oppressive champion in the game.


Sounds like real life communism. Perfect for the communist champ
Que Sera Sera
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 05 2019 04:14 GMT
#14
--- Nuked ---
chipmonklord17
Profile Joined February 2011
United States11944 Posts
April 05 2019 15:09 GMT
#15
On April 05 2019 13:14 JimmiC wrote:
I'm having a real odd stretch of game where the better I play the harder we lose and if I feed a bit we win easy.


Fucking same man. I've gotten out of lane as adc 4/1 only to have my enemy adc be like 8/1 and a bunch of random shit like that. Super tilting tbh
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 05 2019 15:55 GMT
#16
Obviously, it's because you didn't carry enough, if you don't go 10/0 in your lane every game you deserve to lose /s

Most games these days feel very stompy, one way or the other. Games spiral out of control very quickly and you can do little to stop it, since it requires everyone to contribute.
Fixed a bug where LeBlanc could lose
evilfatsh1t
Profile Joined October 2010
Australia8654 Posts
April 06 2019 05:21 GMT
#17
nerfing herald to only give 1 plate max when he bombs the tower might be nice. winning 1 lane no matter what character you are is nowhere near as impactful atm because the team that has map control over herald just gets so much money and map dominance from the early tower push.
same reason why we dont see many successful hyper carry drafts in progames. the herald does too much to not give the hyper carries time to come online
Fildun
Profile Joined December 2012
Netherlands4122 Posts
April 06 2019 08:09 GMT
#18
Jinx and Vayne are among the most popular picks in pro play right now.
evilfatsh1t
Profile Joined October 2010
Australia8654 Posts
April 06 2019 08:31 GMT
#19
i wasnt referring to hyper carry drafts as singular picks, rather entire teams that are strongest when they reach late game.
also vayne and jinx are popular because theyre great late game carries that arent really that weak early anyway. picks like twitch and kogmaw are the real victims here
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 06 2019 11:15 GMT
#20
Kog is a great pick into Vayne when played properly, just watch Deft. He outlanes her pretty hard, and scales arguably harder in the lategame unless Vayne is allowed to focus a single champion, which can be difficult when Kog is focusing her himself with his superior range. The reason you don't see him is because he suffers in the midgame, which is when Vayne is strongest (2 items good, 3 items probably best ADC right now, 4+ items S tier but not the best), and needs a team comp around him. This usually means giving up objective control, because Lulu sure as hell isn't going to be doing much at a 10 minute dragon fight. Then there's the other problem where if he falls behind, enemy team takes plates and tries to snowball the game before he comes online. Meanwhile Vayne can peel herself, laughs at Lucian past one item, and becomes impossible to deal with if she gets ahead because she's so mobile. She also lanes well against most other meta picks.

It's nice to see that what Rekkles mentioned about Jinx, that she's actually a good laner once you get the 4th point in Q and scales incredibly well, being proven right with her high pick rate. Although it still feels like she's being picked by specific players rather than all pros as a whole.
Fixed a bug where LeBlanc could lose
cLutZ
Profile Joined November 2010
United States19574 Posts
April 06 2019 16:07 GMT
#21
On April 06 2019 14:21 evilfatsh1t wrote:
nerfing herald to only give 1 plate max when he bombs the tower might be nice. winning 1 lane no matter what character you are is nowhere near as impactful atm because the team that has map control over herald just gets so much money and map dominance from the early tower push.
same reason why we dont see many successful hyper carry drafts in progames. the herald does too much to not give the hyper carries time to come online


Herald is just a mistake. There should never be 2 major neutral objectives on the map now that they changed warding.
Freeeeeeedom
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
Last Edited: 2019-04-06 22:45:18
April 06 2019 22:39 GMT
#22
--- Nuked ---
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 06 2019 22:48 GMT
#23
The items don’t work anymore if you are alone thanks to frostmancer.

But in most cases I would add being alone in bot as a support is a mistake
Carrilord has arrived.
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 06 2019 22:57 GMT
#24
--- Nuked ---
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 06 2019 23:09 GMT
#25
You cannot generate gold with no team members within 1200 yards thank to frostmancy (the no cs top lane strat)
Carrilord has arrived.
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 06 2019 23:20 GMT
#26
--- Nuked ---
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 06 2019 23:42 GMT
#27
Your support item is deactivated either way
Carrilord has arrived.
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 07 2019 01:42 GMT
#28
On April 07 2019 01:07 cLutZ wrote:
Show nested quote +
On April 06 2019 14:21 evilfatsh1t wrote:
nerfing herald to only give 1 plate max when he bombs the tower might be nice. winning 1 lane no matter what character you are is nowhere near as impactful atm because the team that has map control over herald just gets so much money and map dominance from the early tower push.
same reason why we dont see many successful hyper carry drafts in progames. the herald does too much to not give the hyper carries time to come online


Herald is just a mistake. There should never be 2 major neutral objectives on the map now that they changed warding.


Disagree, Herald is great. There was this major lul where the game slowed down while everyone waited for Baron. However, they should probs nerf its spawn to 12 or 13 mins instead, so it's harder to use for turret plating.
Que Sera Sera
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2019-04-07 02:45:21
April 07 2019 02:43 GMT
#29
Earlygame luls are good for the game. They increase comp diversity by forcing earlygame comps to make aggressive plays at turrets instead of just camping neutrals to get a gold lead.

But the 2 objective problem isn't only for earlygame. Elder dragon also is bad.
Freeeeeeedom
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 07 2019 08:12 GMT
#30
On April 07 2019 11:43 cLutZ wrote:
Earlygame luls are good for the game. They increase comp diversity by forcing earlygame comps to make aggressive plays at turrets instead of just camping neutrals to get a gold lead.

But the 2 objective problem isn't only for earlygame. Elder dragon also is bad.


Herald is what prevents boring scaling comps from just stalling the first 20 minutes under tower, and forces proactive play, I also think it was a good addition. Although I agree that elder dragon is a bit problematic, for a different reason: as we've seen for the past two weeks or so, teams have realized that rushing open inhibitors while the enemy takes an objective on the map is a valid strategy. This shifts the advantage way too hard towards teams with mountain drake stacks. Losing an inhibitor tower should be a bad thing, but being able to rush through an inhibitor, nexus towers and the nexus itself, or less if some have been taken down, should not be a complete deterrent to taking neutral objectives.
Fixed a bug where LeBlanc could lose
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 07 2019 16:23 GMT
#31
I think the suggestion of the charge only taking one plate is an easy and elegant solution
Carrilord has arrived.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
April 07 2019 18:08 GMT
#32
On April 08 2019 01:23 Slusher wrote:
I think the suggestion of the charge only taking one plate is an easy and elegant solution


Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
April 07 2019 18:14 GMT
#33
just accept the fact that all your plates are belong to us now

its the only thing junglers have left we are in xp poverty
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 07 2019 21:59 GMT
#34
On April 08 2019 03:08 chipmonklord17 wrote:
Show nested quote +
On April 08 2019 01:23 Slusher wrote:
I think the suggestion of the charge only taking one plate is an easy and elegant solution


Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo.



I think this would be a great way to nerf herald if you wanted to, but I’m personally ok with it as is.
Carrilord has arrived.
evilfatsh1t
Profile Joined October 2010
Australia8654 Posts
April 08 2019 00:12 GMT
#35
On April 08 2019 03:08 chipmonklord17 wrote:
Show nested quote +
On April 08 2019 01:23 Slusher wrote:
I think the suggestion of the charge only taking one plate is an easy and elegant solution


Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo.

this was the kind of idea i had in mind. takes only 1 plate if plates are still up but does normal damage if plates are gone. basically a deterrence from using it just to farm plate money
cLutZ
Profile Joined November 2010
United States19574 Posts
April 08 2019 01:19 GMT
#36
On April 07 2019 17:12 DarkCore wrote:
Show nested quote +
On April 07 2019 11:43 cLutZ wrote:
Earlygame luls are good for the game. They increase comp diversity by forcing earlygame comps to make aggressive plays at turrets instead of just camping neutrals to get a gold lead.

But the 2 objective problem isn't only for earlygame. Elder dragon also is bad.


Herald is what prevents boring scaling comps from just stalling the first 20 minutes under tower, and forces proactive play, I also think it was a good addition. Although I agree that elder dragon is a bit problematic, for a different reason: as we've seen for the past two weeks or so, teams have realized that rushing open inhibitors while the enemy takes an objective on the map is a valid strategy. This shifts the advantage way too hard towards teams with mountain drake stacks. Losing an inhibitor tower should be a bad thing, but being able to rush through an inhibitor, nexus towers and the nexus itself, or less if some have been taken down, should not be a complete deterrent to taking neutral objectives.

Umm, that's what scaling comps are supposed to do. Giving early comps extra tools is unnecessary and bad for balance.
Freeeeeeedom
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 08 2019 01:27 GMT
#37
--- Nuked ---
chipmonklord17
Profile Joined February 2011
United States11944 Posts
April 08 2019 02:15 GMT
#38
On April 08 2019 09:12 evilfatsh1t wrote:
Show nested quote +
On April 08 2019 03:08 chipmonklord17 wrote:
On April 08 2019 01:23 Slusher wrote:
I think the suggestion of the charge only taking one plate is an easy and elegant solution


Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo.

this was the kind of idea i had in mind. takes only 1 plate if plates are still up but does normal damage if plates are gone. basically a deterrence from using it just to farm plate money


I don't think they should change herald but this is definitely how I'd do it if I was forced to
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 08 2019 03:38 GMT
#39
On April 08 2019 10:27 JimmiC wrote:
I really hope they dont nerf morg, Im as high as I have ever been and climbing.


Disgusting morg abusers...
Que Sera Sera
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 08 2019 08:41 GMT
#40
On April 08 2019 12:38 AdsMoFro wrote:
Show nested quote +
On April 08 2019 10:27 JimmiC wrote:
I really hope they dont nerf morg, Im as high as I have ever been and climbing.


Disgusting morg abusers...


+ Show Spoiler +
[image loading]


Guess who that is . Although that was from before the visual update.
Fixed a bug where LeBlanc could lose
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 08 2019 15:39 GMT
#41
--- Nuked ---
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 08 2019 19:02 GMT
#42
I got baited into playing ARAM to complete the quest line, I have no idea how people enjoy this mode. Also backtrack is completely useless and I hope it never replaces barrier for summoners rift
Carrilord has arrived.
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 08 2019 19:20 GMT
#43
--- Nuked ---
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 10 2019 23:14 GMT
#44
On April 09 2019 04:02 Slusher wrote:
I got baited into playing ARAM to complete the quest line, I have no idea how people enjoy this mode. Also backtrack is completely useless and I hope it never replaces barrier for summoners rift


Played an ARAM yesterday. Backtrack was fun :D
Que Sera Sera
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 10 2019 23:18 GMT
#45
Aatrox changes being tested to come out in two patches or so:

Umbral Dash (E)
[RETURNED] :: Now has 2 charges, from 1
[RETURNED] :: Cooldown between casts to 3/2.5/2/1.5/1
[RETURNED] :: Charge cooldown to 22/19/16/13/10


World Ender (R)
Cast time :: .5 >>> .25
Revive Self Slow :: 25% >>> 99%
Revive Heal:: 10-50% Max HP >>> 30% Max HP
[NEW] :: Now also fears enemy champions on cast for 1 second
[NEW] :: Aatrox now only revives if he gets a takedown during World Ender
[NEW] :: Takedowns extend World Ender by 5 seconds, reset The Darkin Blade (Q)'s cooldown, and add 1 charge of Umbral Dash

NGL, I dislike the changes. If the goal is to make him more playable in soloq, I feel like this punishes him too much even for soloq where there are more kills.
Que Sera Sera
Uldridge
Profile Blog Joined January 2011
Belgium4773 Posts
April 10 2019 23:36 GMT
#46
Continuing with changes:

They're changing Coup De Grace, removing the bonus adaptive damage after a takedown. This is a change I welcome as it's clearly stronger than the other options. 7 or 8 AD might not be a lot, but the % increase is already competitive with the other options and then it STILL gives an extra bonus. At least now you can make some more nuanced decisions.

I actually wonder how represented every rune is currently.
Taxes are for Terrans
DarkCore
Profile Joined March 2011
Germany4194 Posts
Last Edited: 2019-04-11 08:59:43
April 11 2019 08:58 GMT
#47
On April 11 2019 08:18 AdsMoFro wrote:
Aatrox changes being tested to come out in two patches or so:

Umbral Dash (E)
[RETURNED] :: Now has 2 charges, from 1
[RETURNED] :: Cooldown between casts to 3/2.5/2/1.5/1
[RETURNED] :: Charge cooldown to 22/19/16/13/10


World Ender (R)
Cast time :: .5 >>> .25
Revive Self Slow :: 25% >>> 99%
Revive Heal:: 10-50% Max HP >>> 30% Max HP
[NEW] :: Now also fears enemy champions on cast for 1 second
[NEW] :: Aatrox now only revives if he gets a takedown during World Ender
[NEW] :: Takedowns extend World Ender by 5 seconds, reset The Darkin Blade (Q)'s cooldown, and add 1 charge of Umbral Dash

NGL, I dislike the changes. If the goal is to make him more playable in soloq, I feel like this punishes him too much even for soloq where there are more kills.


It basically means that Aatrox can no longer pop his ult to feel safe. It can still be used as a deterrent when he gets dived, but if he's super low, you can kill him now if he doesn't get a kill back. Changing his e back is very big, imo this is basically a buff. Once again he's got surprising mobility by mid game, meaning his combo is likely to hit and murder squishies. I'm 100% sure the last passive won't make it live, otherwise he'd be a scarier reset champ than kat.
Fixed a bug where LeBlanc could lose
Amui
Profile Blog Joined August 2010
Canada10567 Posts
April 12 2019 18:50 GMT
#48
On April 11 2019 17:58 DarkCore wrote:
Show nested quote +
On April 11 2019 08:18 AdsMoFro wrote:
Aatrox changes being tested to come out in two patches or so:

Umbral Dash (E)
[RETURNED] :: Now has 2 charges, from 1
[RETURNED] :: Cooldown between casts to 3/2.5/2/1.5/1
[RETURNED] :: Charge cooldown to 22/19/16/13/10


World Ender (R)
Cast time :: .5 >>> .25
Revive Self Slow :: 25% >>> 99%
Revive Heal:: 10-50% Max HP >>> 30% Max HP
[NEW] :: Now also fears enemy champions on cast for 1 second
[NEW] :: Aatrox now only revives if he gets a takedown during World Ender
[NEW] :: Takedowns extend World Ender by 5 seconds, reset The Darkin Blade (Q)'s cooldown, and add 1 charge of Umbral Dash

NGL, I dislike the changes. If the goal is to make him more playable in soloq, I feel like this punishes him too much even for soloq where there are more kills.


It basically means that Aatrox can no longer pop his ult to feel safe. It can still be used as a deterrent when he gets dived, but if he's super low, you can kill him now if he doesn't get a kill back. Changing his e back is very big, imo this is basically a buff. Once again he's got surprising mobility by mid game, meaning his combo is likely to hit and murder squishies. I'm 100% sure the last passive won't make it live, otherwise he'd be a scarier reset champ than kat.

Yeah the last passive is insanity power if he gets a reset.

Also with the closing of liquidhearth, It'd be sad, but we might be on the chopping block soon as well
Porouscloud - NA LoL
Fildun
Profile Joined December 2012
Netherlands4122 Posts
April 12 2019 19:18 GMT
#49
I'm pretty much fine with getting merged back into TL, as long as we get the subforum a la 2012 back. Also, maybe we could get featured articles this time.

By the way, is there anybody here who's going to EU LCS (LEC) finals this weekend? I'm probably going both days, would be cool to say hi.
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 12 2019 20:42 GMT
#50
--- Nuked ---
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
Last Edited: 2019-04-13 00:07:38
April 13 2019 00:07 GMT
#51
https://boards.na.leagueoflegends.com/en/c/developer-corner/wlGaL2WZ-post-msi-gameplay-improvements

Post-MSI changes. The big ones include:

- Revert of Zac R
- Nerfs to inspiration tree and buffs to others
- Tahm Kench W self-slow applying for eating teammates as well. Buffs to other places in his kit.
Que Sera Sera
JimmiC
Profile Blog Joined May 2011
Canada22817 Posts
April 13 2019 01:26 GMT
#52
--- Nuked ---
cLutZ
Profile Joined November 2010
United States19574 Posts
April 13 2019 04:33 GMT
#53
They should clearly do both. Without MSI being discount worlds we'd literally only have worlds as a useful tournament that was interregional. Ideally there should be 2-3 more
Freeeeeeedom
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
April 13 2019 07:40 GMT
#54
I mean there is an actual all-star tournament at the end of the year lol
Que Sera Sera
Sent.
Profile Joined June 2012
Poland9198 Posts
April 16 2019 20:08 GMT
#55
Blue Kayn wallwalking is going to be 8 seconds at all ranks. wtFFFFFFFFFFF
You're now breathing manually
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