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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.
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Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.
Patch 10.23: Live on Nov. 11, 2020
Team Fight Tactics Patch 10.23 Live on Nov. 11, 2020
+ Show Spoiler [Previous GD Threads & Patch Notes] +
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Duskblade of Draktharr NIGHTSTALKER Attacking a champion deals an additional 100 (+30% bonus AD) physical damage and slows them by 99% for 0.25 seconds (15 second cooldown).
What's the point of a 0.25 second slow?
When a champion that you have damaged within the last 3 seconds dies, this cooldown is refreshed and you become Invisible for 1.5 seconds.
This seems giga broken for ad assassins that are already ahead.
I saw a post on reddit complaining about AP assassin items and I agree with it. Night Harvester is really just poor man's Duskblade.
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my guess is the 0.25 second slow will allow AD melee range assassins the ability to get an auto attack off, and any longer of a slow would just royally fuck the person getting hit with no counterplay.
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tried to read the notes, but too much info to process . There is a clash on the weekend, I can learn there afking at the fountain xD
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The tank mythics feel... bad?
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Unless I misunderstood something, the new Sunfire's fully stacked Immolate effect will do like 70 every second + what you'll get from auto attack procs, which should be useless for anything other than maybe killing supports and low dps glass cannons if you somehow find yourself 1v1ing them after a teamfight. Gauntlet and Chemtank look terrible. Those items don't fix any of the existing problems with tanks in the game.
I wish they'd come up with something that would allow Mundo and Maokai to kill each other in less than 20 seconds of continued fight. Or something that gives you growing tenacity, so you'll be increasingly harder to peel off enemy carries. Or an item with a low range active that lets you dash to an allied champion and give them a small shield based on your max hp.
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holy moly thats a big patch. couldnt even read everything in 1 sitting. i did notice that ward meta is back. yay!
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I for one welcome our ad assassin and jungler overlords. Rip in pieces tanks. lol
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On November 11 2020 11:13 Sent. wrote: Unless I misunderstood something, the new Sunfire's fully stacked Immolate effect will do like 70 every second + what you'll get from auto attack procs, which should be useless for anything other than maybe killing supports and low dps glass cannons if you somehow find yourself 1v1ing them after a teamfight. Gauntlet and Chemtank look terrible. Those items don't fix any of the existing problems with tanks in the game.
I wish they'd come up with something that would allow Mundo and Maokai to kill each other in less than 20 seconds of continued fight. Or something that gives you growing tenacity, so you'll be increasingly harder to peel off enemy carries. Or an item with a low range active that lets you dash to an allied champion and give them a small shield based on your max hp. TBH, I don't really think they should ever be able to kill each other in that time. If they can.in an even matchup, the game is broken. Both should be able to survive 5 seconds + of focus fire by actual dps backlines.
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On November 11 2020 13:30 cLutZ wrote: Both should be able to survive 5 seconds + of focus fire by actual dps backlines.
This is going to be the problem I think. Tanks are gonna blow up in less time than that. They didn't put any damage% reduction in ANY tank item, which makes no sense to me.
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From what I've seen so far, all the numbers are just bigger this patch. More health, more heals, more damage. I just had an Udyr with 7000 HP in an ARAM game, our entire team needed like 10 seconds to kill him. Xerath did 80k dmg in 25 minutes, don't think I've ever seen that much damage before (and Xerath is nerfed lol). Since almost every single item has a bunch of small effects, it's really hard to tell what's good or bad atm.
Also, the shop icons are too small, would be great it it scaled with the HUD or had a separate button.
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i dont get why they had to change the design of existing items. the designs werent even that bad. now everything has stupid colours or effects in the icon that reduce item clarity. at the very least they could have done it in a patch when they werent changing all the items anyway
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What I'm currently not enjoying is how a lot of damage numbers seem to appear out of thin air. I just had a Gragas Snowball + Body Slam me for 1700 damage, death recap is telling me snowball did 600 true damage. Likewise, he killed me with a barrel that did 500 damage + 500 'item damage'. It really feels like the game is less about actual champ abilities, and more about how good you're able to proc item effects.
Also regarding item icons, they are difficult to tell apart atm. They have a lot of detail for something that is probably only 48*48 pixels on someone's screen.
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Welcome to the isometric fighting game, League Of Legends.
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just played a game against yi and vayne who both went kraken guinsoo and each got 1v5 penta kills. awkward moment was vayne almost 100-0 me faster than i did to him and i was a decently fed khazix. item balance seems terribly off so fuck this game until midway through next season lol
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On November 11 2020 18:31 Uldridge wrote:Show nested quote +On November 11 2020 13:30 cLutZ wrote: Both should be able to survive 5 seconds + of focus fire by actual dps backlines. This is going to be the problem I think. Tanks are gonna blow up in less time than that. They didn't put any damage% reduction in ANY tank item, which makes no sense to me. Of course. Damage is way too high in the game, and has been for a while.
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I second everyone who said the new shop UI is cancer. The updated item icons are confusing. So is the consensus that you rush a mythic item first? I assume it is because I can't think of a reason not to
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Tanks are 50/50 it seems. They are fairly squishy, but they make up for it with sheer absurd amounts of health. Pretty much every game I've played today had at least a 5000 HP behemoth running around, in some cases they reached 6-7500 HP. The reason that's important is because those tanks don't have that health until they manage to stack 2-3 items which give health, and that Iceborn Gauntlet one that gives health for every Legendary item. So before 2-3 items, they are fodder for Lethality stackers, also % damage champs (and the double AP items you can grab) laugh at your pathetic attempts to build what little MR is available.
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After having played some ARAM today I hate literally all the new items and their design philosophy. Unless there's some drastical change over the preseason I fear this will be the season I finally call it quits. :-/
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Only played an aram so far, which was goredrinker trundle. Felt okay, and now that tiamat active is onto that, you can stack it with titanic and then tank items and still deal tons of damage.
Alright going through some various theorycrafts after reading through patch notes.
Ashe with Navori quickblades. Now that it has stats she wants, once she gets it and her mythic, she can E every minion wave or less, which is kinda busted. Free vision control past 15 minutes. I don't know why Riot made it work on everything instead of champs only. Even in the 6s after ult incarnation, it was busted AF for the champs that could use it, and it's looking like it's still busted.
I would definitely agree with the general sentiment that tanks are not particularly good. So much %h damage and pen baked into the items.
Have to play a lot more to get to know the items. Just way too many changes. I kinda agree though, it's not the same game I played the last 10 seasons changing literally everything.
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