[Discussion] Patch Notes - Page 112
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Cixah
United States11285 Posts
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Two_DoWn
United States13684 Posts
On July 08 2011 22:29 spinesheath wrote: Lower missile speed or smaller hitbox do NOT increase the skill cap for the Ashe. All that does is make it easier to dodge. That puts the success of an Arrow into the hands of the enemy and nobody else. You do not want that. The only reasonable change I can think of right now is to slightly reduce the maximum range stun duration while keeping the base duration. This would force better team coordination as you have less time to engage before the effect wears off. Actually I just noticed that I dislike this Arrow change quite a bit. After all, Arrow was one of the few things Ashe had to deal with ganks during laning. It's not ideal to use an Arrow to escape, but it's better than dieing. Ashe sure as hell did not need a nerf for her laning phase. Im fine with it. It gave ashe a free 75 second kill in lane in conjunction with a gank, or a get out of jail free card. Nothin wrong with gettin rid of that aspect of it. | ||
spinesheath
Germany8679 Posts
(insert random champ here) has nothing on that. | ||
tyCe
Australia2542 Posts
Now, with this nerf, it just makes the importance of hitting the ECA on the right target at the right time, in the right position even greater. In that sense, I like the Ashe nerf since good Ashe players were controlling the metagame in Europe too heavily imo, but the nerf will separate the great Ashes from the world-class ones. In another sense, as an Ashe player, I hate the nerf T.T | ||
Kenpachi
United States9908 Posts
gonna be trying Yorick now :3 | ||
I_Love_Bacon
United States5765 Posts
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Lorken
New Zealand804 Posts
I wish they'd buff Ezreal's base damage though. | ||
Irave
United States9965 Posts
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LoCicero
1100 Posts
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zalz
Netherlands3704 Posts
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BajaBlood
United States205 Posts
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Parametric
Canada1261 Posts
Enchanted Crystal Arrow Cooldown increased to 100/90/80 from 75 at all levels Slow duration no longer scales with level and now slows for 3 seconds at all levels http://www.leagueoflegends.com/news/release-notes-v100121 | ||
spinesheath
Germany8679 Posts
On July 11 2011 06:50 BajaBlood wrote: I've still been getting stunned by Ashe arrow, it could be that they were just tweaking the slowing part of it and not removing the stun. Yes, exactly what the patch notes said. Removing the stun would be the biggest nerf in recent LoL history. | ||
gtrsrs
United States9109 Posts
General Fixed areas in brush that did not correctly hide units :turbobowdown: the best and most important change they've made in 2 years | ||
Goshawk.
United Kingdom5338 Posts
TF, Panth no longer global ultis, galio buff, corki nerf, tyrn with rage system. | ||
Klive5ive
United Kingdom6056 Posts
On July 25 2011 20:34 Goshawk. wrote: http://www.youtube.com/watch?v=RrSNXkBQ4K8 TF, Panth no longer global ultis, galio buff, corki nerf, tyrn with rage system. Good patch overall; makes a lot of sense. TF is straight up OP, corki is a little bit too hard to catch for a carry with so much dmg and Galio was pretty useless. Although I hope this doesn't mean a wave of noob Trynds will hit public. Last thing we need is a noob Trynd instant-lock to go with the standard noob Yi instant-lock. | ||
rwrzr
United States1980 Posts
edit: please don't ban me kthx | ||
Seuss
United States10536 Posts
Galio's core problem remains that the moment his ult is finished he's completely ignorable. All other tanks are able to keep hard CCing enemies throughout the team fight, but Galio only has a soft CC and a haste buff which is both positional and directional. These tools aren't useless, but their effects are limited in an era chock full of gap closers. | ||
Ecael
United States6703 Posts
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Juicyfruit
Canada5484 Posts
Galio is basically malphite in that his role is to start off a fight with a bang and lets his team finish the job while he just autoattacks whoever and casts w/e spells. If the initial bang is big enough then even a tank doesn't really need much follow-up cc's. | ||
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