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[Patch 11.7] Space Groove General Discussion

Forum Index > LoL General
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AdsMoFro
Profile Joined January 2015
Japan4761 Posts
March 30 2021 19:22 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 11.7: Live on Mar. 31, 2021

Team Fight Tactics Patch 11.7 Live on Mar. 31, 2021

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

Patch 11.6 Battle Academia General Discussion
Patch 11.5 The Bees Knees General Discussion
Patch 11.4 Jungle Gets Nerfed (Again) General Discussion
Lunar Beast Skins Release Discussion]Patch 11.3 Lunar Beast Skins Release Discussion
Patch 11.2 Viego Release General Discussion
Patch 11.1 New Season New Me
Patch 10.24 Cosmic Skin line General Discussion
Patch 10.23 Preseason Item Update General Discussion
Patch 10.22 K/DA + Seraphine Release General Discussion
Patch 10.21 Odyssey Skin Set General Discussion
Patch 10.20 Dragons Skin Set General Discussion
Patch 10.19 Samira + Worlds Patch General Discussion
Patch 10.18 PsyOps Skins General Discussion
Patch 10.16 Yone Release General Discussion
Patch 10.15 Lillia Release General Discussion
Patch 10.14 Zed W Nerf Revert General Discussion
Patch 10.13 Pool Party'in General Discussion
Patch 10.12 Gostin' Em General Discussion
Patch 10.11 Volibear VGU General Discussion
Patch 10.10 Pulsefire Skins Release Discussion
Patch 10.9 FPX Worlds Skins Release General Discussion
Patch 10.8 Coven Skins General Discussion
Patch 10.7 Fiddlesticks VGU Release General Discussion
Patch 10.6 WTF 2 Lux Skins?!?! General Discussion
Que Sera Sera
AdsMoFro
Profile Joined January 2015
Japan4761 Posts
March 30 2021 19:24 GMT
#2
Something really buried at the end of the patch notes in the bug fixes that is super impactful.

Seraphine can no longer trigger Moonstone Renewer's Starlit Grace heal when her Passive - Stage Presence grants Notes based on nearby allies. She should only be able to trigger Moonstone Renewer's Starlit Grace when she directly damages enemies and casts actual abilities on allies.


Surely that deserved being noted as a champion change. Massive nerf for Seraphine.
Que Sera Sera
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
March 31 2021 00:25 GMT
#3
On March 31 2021 04:24 AdsMoFro wrote:
Something really buried at the end of the patch notes in the bug fixes that is super impactful.

Show nested quote +
Seraphine can no longer trigger Moonstone Renewer's Starlit Grace heal when her Passive - Stage Presence grants Notes based on nearby allies. She should only be able to trigger Moonstone Renewer's Starlit Grace when she directly damages enemies and casts actual abilities on allies.


Surely that deserved being noted as a champion change. Massive nerf for Seraphine.

Yeah. It's a gigantic hit to her. It's was bug recognized by Riot as a bug, that has been known for a long time I have no idea why she wasn't disabled in pro considering how much of an impact it has.
It's Elo not ELO - Every statiscian playing League
evilfatsh1t
Profile Joined October 2010
Australia8614 Posts
March 31 2021 04:40 GMT
#4
that triforce passive change is absolutely pathetic. what a fking joke rofl
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
Last Edited: 2021-03-31 09:44:36
March 31 2021 09:32 GMT
#5
On March 31 2021 13:40 evilfatsh1t wrote:
that triforce passive change is absolutely pathetic. what a fking joke rofl

Seem like a pretty nice change for most the usual Triforce users? Super good for GP.
It's Elo not ELO - Every statiscian playing League
evilfatsh1t
Profile Joined October 2010
Australia8614 Posts
Last Edited: 2021-04-01 01:14:28
April 01 2021 01:12 GMT
#6
seems too weak to me.
5 slotted champs have +9 of each stat, which is pretty underwhelming compared to other passives. unless im understanding something wrong. might as well get rid of the passive and cut the price tbh
Gahlo
Profile Joined February 2010
United States35118 Posts
April 01 2021 01:34 GMT
#7
Hey, at least the movespeed works properly now. lol
Fildun
Profile Joined December 2012
Netherlands4122 Posts
April 01 2021 07:26 GMT
#8
Triforce seems to be outperformed by all the mythics that have an active. At the same time Divine Sunderer is in a really good spot for champs that want the sheen proc, assuming that essence reaver is a bit dead after the nerfs.
There seem to be very limited usecases for the item now.
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
April 01 2021 08:28 GMT
#9
On April 01 2021 10:12 evilfatsh1t wrote:
seems too weak to me.
5 slotted champs have +9 of each stat, which is pretty underwhelming compared to other passives. unless im understanding something wrong. might as well get rid of the passive and cut the price tbh

If you compare it to Goredrinker you're trading 6 AH for what's almost a longsword + magical footwear. On something like Jax I would take the new mythic a million times over the old way overkill AS.
It's Elo not ELO - Every statiscian playing League
evilfatsh1t
Profile Joined October 2010
Australia8614 Posts
April 01 2021 11:06 GMT
#10
On April 01 2021 17:28 Jek wrote:
Show nested quote +
On April 01 2021 10:12 evilfatsh1t wrote:
seems too weak to me.
5 slotted champs have +9 of each stat, which is pretty underwhelming compared to other passives. unless im understanding something wrong. might as well get rid of the passive and cut the price tbh

If you compare it to Goredrinker you're trading 6 AH for what's almost a longsword + magical footwear. On something like Jax I would take the new mythic a million times over the old way overkill AS.

im not saying the old passive was better per se. just saying if youre going to buff an item then the change should be somewhat meaningful. all they did was trade a bad passive for an arguably worse passive. at least with the as passive you could focus on all the other stats and never worry about more as. this passive doesnt help with itemisation in the slightest
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
April 01 2021 11:49 GMT
#11
On April 01 2021 20:06 evilfatsh1t wrote:
Show nested quote +
On April 01 2021 17:28 Jek wrote:
On April 01 2021 10:12 evilfatsh1t wrote:
seems too weak to me.
5 slotted champs have +9 of each stat, which is pretty underwhelming compared to other passives. unless im understanding something wrong. might as well get rid of the passive and cut the price tbh

If you compare it to Goredrinker you're trading 6 AH for what's almost a longsword + magical footwear. On something like Jax I would take the new mythic a million times over the old way overkill AS.

im not saying the old passive was better per se. just saying if youre going to buff an item then the change should be somewhat meaningful. all they did was trade a bad passive for an arguably worse passive. at least with the as passive you could focus on all the other stats and never worry about more as. this passive doesnt help with itemisation in the slightest

It's new mythic passive is way better for the Triforce users. It even got a pretty solid buff to it's base stats and the change to Threefold Strike is also really good. Adding any more at once and there is pretty big risk it'll be grotesquely overpowered.
It's Elo not ELO - Every statiscian playing League
Slusher
Profile Blog Joined December 2010
United States19143 Posts
Last Edited: 2021-04-01 17:19:10
April 01 2021 17:10 GMT
#12
This buff will maybe make it usable on Fiora because killing towers quickly is part of her gameplan, but in any combat situation Stridebreaker/Shieldbow still blow it out of the water, so I can't see anyone that isn't already using it switching based off of these changes.

Edit:honestly the more I think about it the more I think Essence rush is probably still stronger than Trinity on Fiora

Edit2:Uzi is spamming Trinity Ezreal since the patch maybe the buff is good on ranged?
Carrilord has arrived.
evilfatsh1t
Profile Joined October 2010
Australia8614 Posts
April 02 2021 11:19 GMT
#13
triforce on ez is probably because the small amount of extra ability haste still amounts to something. and also cause crit on essence reaver is wasted
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
Last Edited: 2021-04-03 15:48:52
April 03 2021 15:48 GMT
#14
Morgana: Tormented Shadow (W) monster damage increased from 150% to 300%
Darius: Hemorrhage (Passive) monster damage increased from 175% to 500%

I dont know their 1/4 or this PBE patch is the real Aprils Fool... Morgana now has League history's fastest and healthiest clear.
It's Elo not ELO - Every statiscian playing League
Slusher
Profile Blog Joined December 2010
United States19143 Posts
April 04 2021 06:30 GMT
#15
Broxah buffs!
Carrilord has arrived.
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 04 2021 12:20 GMT
#16
Don't really understand why Riot tries to make off meta junglers viable through mindboggling buffs. As pointed out on Reddit, Darius can literally clear his jungle so fast that he has 40 seconds of free time to invade or gank every lane at no cost. Hope this doesn't make it out of PBE.
Fixed a bug where LeBlanc could lose
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
April 04 2021 12:27 GMT
#17
Good to see ARAM balancing coming to the other game modes.

If something doesn't work, instead of trying to find a proper buff, slap a massive %-modifier on it.
Aw yeaaah.
A backwards poet writes inverse.
cLutZ
Profile Joined November 2010
United States19573 Posts
April 05 2021 06:14 GMT
#18
On April 04 2021 21:20 DarkCore wrote:
Don't really understand why Riot tries to make off meta junglers viable through mindboggling buffs. As pointed out on Reddit, Darius can literally clear his jungle so fast that he has 40 seconds of free time to invade or gank every lane at no cost. Hope this doesn't make it out of PBE.

Maybe they are finally getting that the S3 jungle changes were a mistake, and jungle should be like any other role where you pick a champ for the comp, not specifically because only like 3-5 can clear without being killed.
Freeeeeeedom
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 05 2021 07:39 GMT
#19
But that's almost impossible since jungle clear speed is a variable which greatly dictates viability. If Darius can clear his entire jungle and invade with a level advantage, he would pummel any slow clearing jungle and even fast clearers like Lillia would worry. I know Riot likes to hamfist champions into viability sometimes, but this change is extreme even by their standards.
Fixed a bug where LeBlanc could lose
cLutZ
Profile Joined November 2010
United States19573 Posts
April 06 2021 02:12 GMT
#20
On April 05 2021 16:39 DarkCore wrote:
But that's almost impossible since jungle clear speed is a variable which greatly dictates viability. If Darius can clear his entire jungle and invade with a level advantage, he would pummel any slow clearing jungle and even fast clearers like Lillia would worry. I know Riot likes to hamfist champions into viability sometimes, but this change is extreme even by their standards.

Yeah, they should basically eliminate clear speed and health.from the jungle.
Freeeeeeedom
M2
Profile Joined December 2002
Bulgaria4108 Posts
Last Edited: 2021-04-06 12:04:53
April 06 2021 11:48 GMT
#21
I personally think that jungle should be a support type of role with little carry potential. Its the main reason why so many games snowball in one direction without any chance for comebacks. Its the only asymmetrical role where its not clear what the direct enemy does, hard to track it while carrying so much agenda and power in every decision. If not this then at least the ganks should be reworked in a way to be very hard to execute properly and end with a kill. A regular gank should not be easier than a master yi ganking a garen lane. Overall the role should not have so much agenda over the other lanes while being asymmetrical (both junglers can never do the same thing and definitely not with the same success) and so hard to track or be controlled by the other jungler, not to mention how the lanes cannot fight back and pressure the junglers in a similar fashion

p.s. and to answer the previous posts about why riot tries to stick darius, zed etc in the jungle and why my thoughts about the role (right or wrong) are completely irrelevant. Riot is not trying to make the game competitive and balanced, this is neither broodwar, nor warcraft 3 nor even dota, Riot's primary goal is to make the game as attractive as possible to as many kids as possible so they can play more games in every possible role and feel good while doing it. Thus popular for the masses champions put in an unpopular role (its a role that requires learning and understanding, not just good micro and flashy plays) looks like a fair way to get to this primary goal imo
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
April 06 2021 23:51 GMT
#22
I don't really see a viable way to make it a more supportish role while also making ganks harder (enough) to execute.

If you normalize clear speeds and health (this part is easily done by giving most camps the krug treatment and nerfing their damage) champions with insane CC are going to dominate. Junglers are now basically supports, sure, but they gank better than ever.

If you want actual master yi's, you'll always have carry (or off-carry, w/e semantics) junglers because to make playing champions without much in the way of CC worth it at all, farming has to do something for you.

imo the only way to 'solve' the issues junglers come with is to literally delete the jungle and have people play two lane supports, which probably creates a lot more other issues overall.

inb4 the solution is destructible rocks and blizzard was just lightyears ahead of everyone.
A backwards poet writes inverse.
cLutZ
Profile Joined November 2010
United States19573 Posts
April 07 2021 21:00 GMT
#23
Ganks certainly are too strong. Part of that, IMO, is that burst damage has gotten much higher I think. There should be like no point in ganking a Maokai because you just shouldn't be able to kill a Maokai with 2 people before he waddles back to the tower (towers should be buffed in damage too by the way, dives are way too easy).
Freeeeeeedom
Fildun
Profile Joined December 2012
Netherlands4122 Posts
April 10 2021 22:31 GMT
#24
Getting kinda sick of every queue taking 20 minutes when i just wanna play some league, but I guess dodging is pretty attractive with the current system.
starkiller123
Profile Joined January 2016
United States4029 Posts
April 13 2021 21:21 GMT
#25
wow actually nerfing ARAM Akali, incredible
Sent.
Profile Joined June 2012
Poland9132 Posts
Last Edited: 2021-04-13 22:16:00
April 13 2021 21:29 GMT
#26
Is Viego not getting any bugfixes or changes in 11.8 a sign that Riot gave up on him or that they believe he's fine already?

On a sidenote, I'm surprised by how much I hate Viego's everything. In total, Seraphine is a lot more wrong than Viego, but when you're playing a game against a Viego, he's the one who invokes more negative impressions. His taunts or the way he holds his sword make me eyeroll.

To be clear, I'm not talking about balance here. His passive is certainly frustrating to deal with, but I don't think he's overloaded or overpowered. I'm only trying to say that the champ is very unlikeable in game, and that it's mind-boggling that Riot decided to build a longer story around something like him. Is there anyone who likes that guy? Even as a villain?

On April 14 2021 06:21 starkiller123 wrote:
wow actually nerfing ARAM Akali, incredible


Akali +20% damage dealt, -20% damage taken ⇒⇒⇒ +5% damage dealt, -5% damage taken


I know they don't do that but I wish I could have their justifications for these Akali changes. Firstly for giving her +20/-20% in the past and secondly for reducing both of those values by 15% in a single patch.
You're now breathing manually
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2021-04-14 05:45:19
April 14 2021 05:43 GMT
#27
On April 14 2021 06:29 Sent. wrote:
Is Viego not getting any bugfixes or changes in 11.8 a sign that Riot gave up on him or that they believe he's fine already?

On a sidenote, I'm surprised by how much I hate Viego's everything. In total, Seraphine is a lot more wrong than Viego, but when you're playing a game against a Viego, he's the one who invokes more negative impressions. His taunts or the way he holds his sword make me eyeroll.

To be clear, I'm not talking about balance here. His passive is certainly frustrating to deal with, but I don't think he's overloaded or overpowered. I'm only trying to say that the champ is very unlikeable in game, and that it's mind-boggling that Riot decided to build a longer story around something like him. Is there anyone who likes that guy? Even as a villain?

Show nested quote +
On April 14 2021 06:21 starkiller123 wrote:
wow actually nerfing ARAM Akali, incredible


Show nested quote +
Akali +20% damage dealt, -20% damage taken ⇒⇒⇒ +5% damage dealt, -5% damage taken


I know they don't do that but I wish I could have their justifications for these Akali changes. Firstly for giving her +20/-20% in the past and secondly for reducing both of those values by 15% in a single patch.

Yeah the ARAM thing is like taking a sledgehammer to the problem. I don't really think the riot balance team really understands the ramifications of doing both an ehp and damage buff/nerf at the same time when combined with champs that heavily rely on vamp. With Riftmaker, at 20/20 buff gave her effectively +50% omnivamp effectiveness. The survivability chart is asymptotic on champs with regeneration mechanics, so at some point she is just impossible to kill, and it seems like 20/20 was just about there. I fully expect her winrate to crater though, because that's a massive nerf.
Porouscloud - NA LoL
DarkCore
Profile Joined March 2011
Germany4194 Posts
April 14 2021 07:43 GMT
#28
How I would balance ARAM:

- Remove damage taken changes, only buff/nerf damage done. This would solve the stacking balance problem. Buffing Akali by 20% might balance her winrate across a large set of games, but totally skews balance in individual matchups (Teemo doing 0.8*0.85 0 = 68% of his normal damage is not OK).
- Remove Moonstone, it completely dictates the meta right now. The downsides of buying it in SR do not exist in ARAM, and it can be bought by multiple champs. This would nerf enchanter supports and ADC too.
- Return the vision item, the only reason Teemo doesn't have a 95% winrate is because half the player base does not understand that all you need to do is place shrooms in the minion path and kill creeps, thus preventing your opponent from ever reaching the tower. I have experienced many games where Teemo's team was losing every single fight, but because they focused the vision creep, we could not walk outside our own turret range. It's like being stuck in the Truman Show, everything on repeat until they manage to slowpush the inhibitor tower. Bonus points if they have a Shaco.
- Alternatively, either give us a vision trinket with a moderately high cooldown, or can only be used to clear 1 or 2 traps, or give us ARAM specific vision items, they can be slot ineffective for the benefit of giving vision.
Fixed a bug where LeBlanc could lose
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