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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.
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
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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] +
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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.
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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.
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that triforce passive change is absolutely pathetic. what a fking joke rofl
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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.
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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
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Hey, at least the movespeed works properly now. lol
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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.
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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.
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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
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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.
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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?
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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).
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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.
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wow actually nerfing ARAM Akali, incredible
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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.
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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.
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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.
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