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[Patch 3.12] (j/k) Jinx General Discussion

Forum Index > LoL General
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NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
Last Edited: 2013-09-30 22:36:39
September 30 2013 22:35 GMT
#1
Welcome to the Patch General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends and the most recent patch. Free feel to talk about anything LoL related here that does not already have its own thread. While posting standards tend to be rather lax in this thread, pointless spam will not be tolerated.

Off-topic dicsussion should go in the Off-topic Dicsussion Thread.

Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL
  • "What is a tank" (and other vague monikers)
  • AD v ArPen runes
  • GP10 items

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.

The newest champion for this patch is Jinx, the Loose Cannon. (to be released at a later date)

Patch 3.12: Live on Oct. 1st, 2013
+ Show Spoiler [Patch Notes] +


Jinx


Jinx, the Loose Cannon, is in this build but will be turned on at a later date.




Cassiopeia



Context: The cost of Cassiopeia's Petrifying Gaze is too damn high. To remedy this, we've reduced its mana cost at all levels to bring it more in line with other ultimate abilities.



Petrifying Gaze


  • Mana cost reduced to 100 (from 120/160/200)



Garen



General


  • Garen has received a visual upgrade! Check out the full details here.



Katarina



Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We've increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina's overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.



Context: We wanted to re-focus more power and gameplay into Katarina's Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.



Death Lotus


  • No longer has a cast time delay before channeling (previously had a 0.25 second delay)

  • Total damage increased to 400/575/750 (+2.5 ability power)(+3.75 bonus attack damage) (from 400/500/600 (+2.0 ability power)(+3.0 bonus attack damage))

  • Channel time increased to 2.5 seconds (from 2)

  • Cooldown reduced to 60/52.5/45 seconds (from 60/55/50)



Lucian



Summary: Piercing Light's hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.



Context: Lucian's Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we've added a leading mechanic to Lucian's Piercing Light. This means that if the target just keeps moving - oblivious to the ability being cast - Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who've got their eye out for incoming abilities.


Finally, a bug in Lucian's passive meant that Lightslinger's second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian's target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian's last hitting or accidentally hitting a champion under the tower.



General


  • Updated Lucian's recommended items

  • Base mana regeneration increased to 7 (from 6)

  • Mana regeneration gained per level increased to 0.7 (from 0.65)


Lightslinger


  • When Lightslinger's target dies before the second shot hits, the second shot will now always attempt to find another target


Piercing Light


  • Laser hit box width reduced to 100 units (from 120)

  • Piercing Light now leads its target by 80 units when cast on an enemy champion



Olaf



Summary: Olaf's kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we've given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf's attack speed and grants bonus healing based on Olaf's missing health . Next up is Reckless Swing. We've reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we've added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok's crowd control immunity has been retained.



Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we'll closely monitor how he performs over the coming days and weeks.



General


  • Base mana reduced to 235 (from 270)


Undertow


  • Base damage reduced to 70/115/160/205/250 (from 80/125/170/215/260)

  • Slow percent increased to 35/40/45/50/55% (from 24/28/32/36/40%)

  • Slow duration reduced to 1-2 seconds based on distance traveled (from 2.5 seconds flat)

  • Slow no longer decays

  • Minimum distance added (400)

  • Axes now stick in walls and structures only if they would land in impassible terrain

  • Axes now make jungle monsters ignore unit collision (to better enable Olaf's axe pickup play in the jungle)


Vicious Strikes


  • Mana cost reduced to 30 (from 40/45/50/55/60)

  • Now grants 20/35/50/65/80% attack speed

  • Now provides 1% extra healing for every 2.5% health that Olaf is missing

  • Attack damage removed

  • Spellvamp removed

  • Lifesteal retained


Reckless Swing


  • Cooldown increased to 12/11/10/9/8 seconds (from 9/8/7/6/5)

  • Damage reduced to 70/115/160/205/250 (from 100/160/220/280/340)

  • 0.4 total attack damage ratio added

  • Health cost is equal to 40% of total damage dealt (unchanged ratio)

  • Health cost is now refunded if it kills the target

  • Basic attacks lower the cooldown of Reckless Swing by 1 second


Ragnarok


  • Cooldown changed to 120/100/80 (from 100)

  • Mana cost removed

  • Now provides 10/20/30 armor and magic resist passively

  • Active reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active

  • Olaf now turns red when Ragnarok is active

  • Crowd control immunity retained



Ryze



Summary: We've improved the responsiveness of Ryze's basic attacks. Additionally, we've increased his base movement speed along with Desperate Power's movement speed bonus.



Context: We like Ryze's current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.



General


  • Adjusted recommended items to incorporate Spirit Visage instead of Banshee's Veil

  • Base movement speed increased to 340 (from 335)

  • Improved basic attack to be more responsive


Desperate Power


  • Movement speed increased to 80 (from 60/70/80)



Shen



Summary: Previously, Shen's Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We've altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.



Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win's trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus' basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen's taunted enemies.



Shadow Dash


  • Shen's damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)



Thresh



Summary: We've extended Death Sentence's standard cooldown, but added a mechanic that reduces the skill's overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he'll need to deliberately stop attacking in order for it to start "winding up" again.



Context: Thresh's laning phase can be overbearing when played correctly. We're making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive "wind up" damage was growing even in between Thresh's auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay's passive even when constantly auto attacking.



Death Sentence


  • Cooldown increased to 20/18/16/14/12 (from 18/16.5/15/13.5/12)

  • Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy


Flay


  • Passive basic attack "wind up" damage now only grows when Thresh's basic attack cooldown completes


Back to top


Minor Changes and Bug Fixes


Heimerdinger



H-28G Evolution Turret


  • Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions



Karthus



Requiem


  • Warning buff on enemy champions now has a duration that matches the impact delay



Nidalee



Takedown


  • Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.



Teemo



General


  • Noxious Traps are now worth 10 gold (from 0)



Yorick



General


  • Ghouls are now worth 5 gold (from 0)


Back to top


Items


Phage


  • Combine cost increased to 475 gold (from 375)

  • Total cost increased to 1350 gold (from 1250)

  • UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions



Trinity Force


  • Total cost increased to 3728 gold (from 3628)

  • UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions



Spirit of the Elder Lizard


  • Fixed a bug causing the item to deal less damage than intended


Back to top


Maps & Game Modes


Summoner's Rift



Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.


  • Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.



Twisted Treeline and Crystal Scar



The following changes are for Twisted Treeline and Crystal Scar only



Moonflair Spellblade


  • Total cost increased to 2600 gold (from 2300)

  • Tenacity effect is no longer ranged only



Kayle



Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.


  • Intervention cooldown increased to 100/90/80 seconds (from 90/75/60)



Twisted Treeline



The following changes are for Twisted Treeline only



Cassiopeia



Context: Cassiopeia's bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.


  • Noxious Blast movement speed boost reduced to 16/17/18/19/20% (from 15/17.5/20/22.5/25%)

  • Twin Fang ability power ratio reduced to 45% (from 55%)



Lulu



Context: We liked the Crystal Scar changes we made to Lulu's ult in patch 3.11, and are extending Wild Growth's cooldown changes to Twisted Treeline, too.


  • Wild Growth cooldown increased to120/110/100 (from 110/95/80 seconds)



Tryndamere



Context: Tryndamere went and spun himself right into our cooldown nerf machine! We've increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT's smaller map.


  • Spinning Slash cooldown increased to 15/14/13/12/11 seconds (from 13/12/11/10/9)

  • Undying Rage cooldown increased to 120/110/100 seconds (from 110/100/90)



Wukong



Context: We're extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.


  • Stoneskin armor and magic resist boost reduced to 2/4/60 (from 4/6/8)

  • Cyclone cooldown increased to 120/110/100 seconds (from 120/105/90)



Co-op vs. AI



Zyra



  • Zyra Bot is now available in the Co-op vs. AI rotation



Basic Tutorial


  • Fixed a target bar bug that was showing incorrect minion health and damage


Back to top


Game Menus
  • When playing in windowed mode, players can now interact with the game even while the options menu is open

  • While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not

  • Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications


Back to top


League System
  • Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they're below the threshold


Back to top


Revamped Trade System


Summary: We've rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.


  • Simultaneous trade actions will be resolved automatically without breaking your trades

  • Clearer Messaging:
    • <Player 1> is busy trading. Try again when their trade is complete.

    • <Player 1> has declined your trade request.

    • <Player 1> has canceled the trade.

    • <Player 1> no longer has the champion you wanted. Try trading again.


  • You will no longer be able to request a trade with a player who doesn't own your champion


Bug Fixes



The following bugs with the trade system have been fixed:


  • Friends list not updating friend's current champion after a trade

  • Players rerolling during a trade and then giving one player a different champion than they expect

  • Trade icon not appearing after refusal of trade request

  • Client denying a trade request

  • Trade system displaying the wrong champion

  • Simultaneous trade requests causing trades to lock and become unavailable

  • Trade window would not time out for either player, leaving those two players unable to trade with anyone else


Back to top


In-Game Options Menu


Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).


  • "Smart Cast" has been renamed "Quick Cast"

  • It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.

  • Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.

  • The time required to switch resolutions or window modes has been drastically reduced.

  • An option to disable camera movement on revive has been added to the Game section

  • The "More Options" section has been removed


Back to top


Skins


Spirit Guard Udyr


  • Added extra VO lines triggered by interactions with specific champions



+ Show Spoiler [Previous GD Threads & Patch Notes] +
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ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2013-09-30 22:37:49
September 30 2013 22:36 GMT
#2
first

Also Nasus hard counters yorick now, really really hard
Porouscloud - NA LoL
turdburgler
Profile Blog Joined January 2011
England6749 Posts
September 30 2013 22:37 GMT
#3
literally pooped a little when i refreshed the page of the last thread and then tabbed away before it loaded.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 30 2013 22:38 GMT
#4
Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.


Haha fuck you cat bitch
It's your boy Guzma!
Paljas
Profile Joined October 2011
Germany6926 Posts
September 30 2013 22:40 GMT
#5
ghouls are worth 5 gold, but shrooms are worth 10 gold.
how is this fair
TL+ Member
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
September 30 2013 22:40 GMT
#6
On October 01 2013 07:38 Requizen wrote:
Show nested quote +
Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.


Haha fuck you cat bitch

Nekomimi pls =(

Nasus super hard countering Yorick is nice. Also don't think Lucian buffs are enough but slow and steady. Olaf change is interesting.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Slusher
Profile Blog Joined December 2010
United States19143 Posts
September 30 2013 22:41 GMT
#7
On October 01 2013 07:40 Paljas wrote:
ghouls are worth 5 gold, but shrooms are worth 10 gold.
how is this fair


oracles aren't free
Carrilord has arrived.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
September 30 2013 22:41 GMT
#8
earning 5 gold every time he chunks 30% of your hp = hardcountering?
nafta
Profile Joined August 2010
Bulgaria18893 Posts
September 30 2013 22:43 GMT
#9
Do people even play yorick?I haven't seen one in months.Also he sucks.
Lord Tolkien
Profile Joined November 2012
United States12083 Posts
September 30 2013 22:44 GMT
#10
10 gold shrooms?

RIOT PLS
"His father is pretty juicy tbh." ~WaveofShadow
Paljas
Profile Joined October 2011
Germany6926 Posts
September 30 2013 22:44 GMT
#11
On October 01 2013 07:41 Slusher wrote:
Show nested quote +
On October 01 2013 07:40 Paljas wrote:
ghouls are worth 5 gold, but shrooms are worth 10 gold.
how is this fair


oracles aren't free

but why shrooms>ghouls?
it doesnt make sense. did riot even read the lore?
TL+ Member
Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 30 2013 22:46 GMT
#12
On October 01 2013 07:44 Paljas wrote:
Show nested quote +
On October 01 2013 07:41 Slusher wrote:
On October 01 2013 07:40 Paljas wrote:
ghouls are worth 5 gold, but shrooms are worth 10 gold.
how is this fair


oracles aren't free

but why shrooms>ghouls?
it doesnt make sense. did riot even read the lore?

Yorick can put out way more ghouls than Teemo can Shrooms. Earlier, too.
It's your boy Guzma!
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2013-09-30 22:47:31
September 30 2013 22:46 GMT
#13
Don't really think the Teemo and Yorick change are "minor." Don't think they're warranted either tbh. Teemo and Yorick are already underplayed and relatively weak, regardless how annoying they may be, and the changes unnecessarily nerf them.

Then again, Yorick is getting a rework so this change may not have super lasting impacts.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
September 30 2013 22:47 GMT
#14
how many mushrooms do you honestly expect to kill a game.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 30 2013 22:48 GMT
#15
On October 01 2013 07:46 Ryuu314 wrote:
Don't really think the Teemo and Yorick change are "minor." Don't think they're warranted either tbh. Teemo and Yorick are already underplayed and relatively weak, regardless how annoying they may be, and the changes unnecessarily nerf them.

Then again, Yorick is getting a rework so this change may not have super lasting impacts.

They're also both heavy lane bullies, so it's probably to help make up for all the CS you're generally denied in those lanes.
It's your boy Guzma!
onlywonderboy
Profile Joined August 2012
United States23745 Posts
September 30 2013 22:49 GMT
#16
On October 01 2013 07:46 Ryuu314 wrote:
Don't really think the Teemo and Yorick change are "minor." Don't think they're warranted either tbh. Teemo and Yorick are already underplayed and relatively weak, regardless how annoying they may be, and the changes unnecessarily nerf them.

Then again, Yorick is getting a rework so this change may not have super lasting impacts.

Yorick changes are still a ways a way. Post S4 I think, and who the hell knows what the items are gonna look like after this season ends.
RIP Ryan Davis / TL or Die / @onlywonderboy
ketchup
Profile Joined August 2010
14521 Posts
September 30 2013 22:50 GMT
#17
This is something that should have happened with Yorick when he was first released. It has frustrated me for so long that his ghouls had no gold on kill. It makes no sense that they had 0 gold value.
Alaric
Profile Joined November 2009
France45622 Posts
September 30 2013 22:51 GMT
#18
Well, fuck my overheating computer, I'll have to cram Olaf games now that the changes are released.
I'm going to be so happy (and have a long-time staple top of mine back in the roster) if they work out.
Cant take LMS hipsters serious.
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
September 30 2013 22:53 GMT
#19
cass is already super strong tho

why buff
A backwards poet writes inverse.
Kiett
Profile Blog Joined March 2011
United States7639 Posts
September 30 2013 22:56 GMT
#20
On October 01 2013 07:38 Requizen wrote:
Show nested quote +
Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.


Haha fuck you cat bitch

awww man... i had only just learned how to do that

rito y u ruin my fun
Writer:o
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