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Non-gameplay discussion should go in the General Discussion thread. Non-gameplay discussion includes, but is not exclusive to: - Speculative/reactive opinions on game changes
- Hypothetical balance changes / PBE discussion
- Discussion of game design
- Qualitative opinions on new/updated champions
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United States37500 Posts
Welcome to the Patch Discussion thread for the League of Legends subforum. This thread is for discussion around the most recent patch and gameplay on the live client.
Non-gameplay discussion should go in the General Discussion thread. Non-gameplay discussion includes, but is not exclusive to: - Speculative/reactive opinions on game changes
- Hypothetical balance changes / PBE discussion
- Discussion of game design
- Qualitative opinions on new/updated champions
Non-League of Legends discussion should go in the LiquidLegends Lounge.
Certain topics are blacklisted from Patch Discussion and they include:- "Elo hell"
- The Tribunal
- Bans, either from TL.net or LoL
- "What is a tank" (and other vague monikers)
- Unjustified game theory
- QQ about the game
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.
There is no new champion this patch.
Patch 6.1: Live on Jan. 14th, 2015
+ Show Spoiler [Previous Gameplay Threads & Patch Notes] +
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New AP jungle item looks so good, but still doesn't solve problem of early clear for a lot of AP junglers.
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Masteries: Fervor- is still crap. Warlords- might actually be good for late game splitting. Deathfire Touch- nice small buff but still not better than Thunderlords Stormraiders- pretty big buff might actually be used. Precision- untouched for magic casters Strength of Ages- buffed when you get at least ~1.7k HP. Bond of Stone- nerfed, id rather have 6% with an ally since mostly only supports get this and you're going to be with another teammate most of the time. -- RIP Lee sin spellvamp smites.
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Seems like we'll start seeing some Stormraiders with all the Thunderlords. The odd Warlord here and there and some SoA or Grasp.
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On January 14 2016 11:06 wei2coolman wrote: New AP jungle item looks so good, but still doesn't solve problem of early clear for a lot of AP junglers.
Theoretically, the likes of Morgana and Zyra are pretty good junglers. Clear well after the first and have insane gank potential (seriously red buff Zyra is brutal in ganks), and their supportive elements mean they can get by on a jungler's smaller income. But if you saw one, you'd just pick Lee, Rek'Sai or Elise and just invade the living daylights out of them. You need a team to support them early. You need a new item to compete with Machete or Talisman to make them viable, and if the item makes them a lot more healthy during the first clear, they are still gonna die to a decent invade from a duelist. It's a team solution, not an item one.
Runic Echoes just serves already viable AP junglers (Elise, Ekko, Fiddle, Diana, Fizz, Nidalee etc). It seems like only a slight upgrade. I guess jungle Fizz would be happy because he can now get a Lichbane.
On January 14 2016 13:41 MooMooMugi wrote: Masteries: Fervor- is still crap. Warlords- might actually be good for late game splitting. Deathfire Touch- nice small buff but still not better than Thunderlords Stormraiders- pretty big buff might actually be used. Precision- untouched for magic casters Strength of Ages- buffed when you get at least ~1.7k HP. Bond of Stone- nerfed, id rather have 6% with an ally since mostly only supports get this and you're going to be with another teammate most of the time. -- RIP Lee sin spellvamp smites.
DFT vs Thunderlords is at least a bit more interesting now. I can't do math, but I'd be interested in seeing the difference. DFT probably does more damage than people give it credit for over the course of a game. Still probably only truly worth on dot champs though I guess.
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United States37500 Posts
l0l that Make it Rain nerf.
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Don't tell me the base value wasn't absurd though, you'd trash lanes by maxing E even before the marksmen rework and introduction of thunderlord's. I guess they really wanted to put the emphasis on the slow over the fact that it damages? Or they bundled TDL's damage into the ability's (seems likely, TDL deals 10 damage per level, and MF loses 10 damage per (champion) level on Make it Rain assuming she's maxing it first), which is a dumb way to go about the nerf because TDL will end up changed, or even just disappear one day, and they'll have forgotten about this nerf and leave MF lying there.
I don't really see a change for SoA, the bonus once it's stacked only works on jungle camps (since a (melee) tank jungler won't get to farm a wave over a marksman or instaclearing mage) so it's a small buff in the mid-late game when you've got enough HP for it to matter, but you aren't yet grouping and so can walk back into the jungle between skirmishes instead of recalling.
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Bearded Elder29877 Posts
Also regarding this Shen update. I don't like the Sword thingy, it's literally worse than Orianna's ball but it seems like he might be a pretty good jungler once his changes goes live.
+ Show Spoiler +
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If his W and passive cd (without hitting champions) are that long, will they actually beat the sustain from his Q mark + frugal shield usage, though? On the other hand this new Q is going to deal a lot more damage than the previous one (and his passive before HP) so his clear will also be faster I assume.
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Hmm. Jungle Karthus looks pretty legit with the new item. Infinite mana and an even faster clear? I so am going to try it with Rylai's+DPM for max troll factor.
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300 damage on large monster is gonna be really really good for clear
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On January 14 2016 18:12 Alaric wrote: I don't really see a change for SoA, the bonus once it's stacked only works on jungle camps (since a (melee) tank jungler won't get to farm a wave over a marksman or instaclearing mage) so it's a small buff in the mid-late game when you've got enough HP for it to matter, but you aren't yet grouping and so can walk back into the jungle between skirmishes instead of recalling.
According to the wiki you only need to be nearby when the siege minion/monster dies to trigger the heal, you don't have to kill it yourself.
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Oooh. That makes it pretty sweat for sieging in the late game then.
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It will be interesting to see what the trundle nerfs do to win rate and pick rate. Even though he had a high winrate before I found he was almost never banned so I'm sure he will be available now.
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I saw some trundle bans, but a mere rumour of nerfs is usually enough to make people forget.
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alright boys havent touched the game in like a year after getting plat whats the new fotm waveclearing teamfighting op safe assassin zero counterplay carry to pick nowadays
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I can already tell you that this "Lock in or else re-queue and face dodge penalties" is going to take some getting used to...
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On January 15 2016 10:27 FinestHour wrote: alright boys havent touched the game in like a year after getting plat whats the new fotm waveclearing teamfighting op safe assassin zero counterplay carry to pick nowadays Your portrait. Not bad of a reminder I guess, especially set up so long in advance.
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