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Old 05-07-2013, 01:18 PM   #4301
xSkyDrAx
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Love the new aram queue. Games start up fast as there's hardly any dodgers anymore. Also not having to search around for almost full games and/or create games is great.
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Old 05-07-2013, 01:34 PM   #4302
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That's been my problem is I was too impatient to wait out them before (I don't even like waiting on blind pick). I just want a quick start of a game. People don't tend to dodge these as much.
Wow grammar fail.
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Old 05-07-2013, 03:15 PM   #4303
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Man I'm loving these aram queues. It might just be the honeymoon aspect of having a new mode(at least having a formal queue), but a lot of my friends are back to playing LoL because of it.
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Old 05-07-2013, 05:18 PM   #4304
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aram queue is awesome.
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Old 05-08-2013, 01:39 AM   #4305
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I somehow feel that it is high time the meta changes. The other day in a normal pick someone autolocked in a vayne when someone else wanted an adc. So he locked in as well, along with 2 supports Soraka and lux and I went mid as zilean. So there was a support in each lane and their jungle couldn't do shit cos the lanes were always warded. Free farm for the adcs meant a super snowballing of both top and bottom lanes. They did counter jungle but it didn't mean shit in the long run. Ended up comprehensively winning the game. New ways of playing should be encouraged, at least in normals.
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Old 05-08-2013, 02:27 AM   #4306
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Yeah I don't follow the "standard" meta in normals, I just dick around with whatever seems fun at the time

As far as your 2-1-2 split is concerned, a good jungler could just hand off buffs earlier or clear both jungles and outlevel most lanes for a more serious gank presence. There are also quite a few solo laners that can handle the 2v1 lanes adequately enough to not be denied, that or the jungler can lane with them/constantly roam into the lane.

A strategy working once in a game against the conventional meta doesn't make it a super effective strategy, you have no beefy characters with that type of line-up so straight engages are far more difficult. You'll also have virtually no CC so its hard to lock people down, if they played the lanes more passively and forced mid-game fights your carries wouldn't have the damage potential or the protection they need to hold it off and you would have straight up lost there. Congrats on winning the game but that's not a split I'd run, though a Vayne top is somewhat seen as it can effectively counter bruisers without strong gap-close potential.
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Old 05-08-2013, 05:19 AM   #4307
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Yes of course, I know what you're saying. I don't mean to say that the 2 1 2 split should be considered as a meta. I'm trying to say that varied gameplay styles might sometimes catch the opposing team off guard. Something like in starcraft where you can go n number of ways through multiple strategies. It's boring to see game after game with the same typical style of gameplay.
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Old 05-08-2013, 01:20 PM   #4308
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Well my account just got PERMABANNED, not really a big deal, the game itself is toxic which in turn makes me toxic. I knew this day was coming, I was anxiously awaiting it and it has finally come. Time to celebrate, I am thinking a 6 pack some smokes and a fine lady, today is a big day.
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Old 05-08-2013, 03:11 PM   #4309
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Just an fyi to anyone without their name on the first page. Most of us that still play play with just about anyone and rarely rage. If you're having trouble with the community add some of us to play with. Plus we occasionally get on vent and play serious games which are fun too.


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Old 05-08-2013, 11:48 PM   #4310
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Quote:
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Yes of course, I know what you're saying. I don't mean to say that the 2 1 2 split should be considered as a meta. I'm trying to say that varied gameplay styles might sometimes catch the opposing team off guard. Something like in starcraft where you can go n number of ways through multiple strategies. It's boring to see game after game with the same typical style of gameplay.
Big reasons why I like DOTA 2 so much, but I'm pretty vested in getting to Diamond this season in league, that and all my gaming friends only play League

Got a new group of people that play DOTA 2 but none are really competitive by nature so eh.
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Old 05-11-2013, 01:44 AM   #4311
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Hello guys! I am new to LoL but I'm not new to this kind of game because I played DoTA for 5 years and I also started playing HoN two years ago. Right now I am level 11 in LoL and I just unlocked Grandmaster Jax. I am pretty excited to play this champion! ANy suggestions what should I build this?
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Old 05-11-2013, 06:40 AM   #4312
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Hello guys! I am new to LoL but I'm not new to this kind of game because I played DoTA for 5 years and I also started playing HoN two years ago. Right now I am level 11 in LoL and I just unlocked Grandmaster Jax. I am pretty excited to play this champion! ANy suggestions what should I build this?
all depends on where ypu end up playing him (lane vs jungle) and what the matchup is. There really isn't any "one build to rule them all"

Edit: blitz/voli is absolutely OP in ARAM. Too bad we had no follow up and lost our early massive lead
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Old 05-15-2013, 09:18 AM   #4313
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Fun games last night. Gave me a chance to roll out my jungle Elise with a coordinated team. I've been practicing her a lot as of late, but I'm always getting put into games with people who bring no CC to their lanes. It's my biggest pet peeve right now - picking top and middle laners with little to no CC. Do you realize how important it is to be able to lock down a target so you can finish them off, right? I had a game where my teammates picked Morde and WW and our ADC was Ez. So other than our Janna support, we had Elise Cocoon's and that was it (for non-ult CC). Somehow we managed to win that game.

But Elise is an awesome jungler. Use spiderlings to tank for you so you take minimal damage, you can solo dragon (awesome if you're bottom and can do it completely undetected by Rappeling over the wall), is a great tower pusher once you get a couple ranks of W, and she puts out good damage in fights.
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Old 05-15-2013, 10:57 AM   #4314
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aram lux OP. i died 1 time at the very end of the game. had 10,500 to spend lol

http://pics.bbzzdd.com/users/fenixgoon/aram_lux_op.jpg
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Old 05-15-2013, 03:49 PM   #4315
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PATCH 3.7 NOTES:

Akali

These two changes are intended to give Akali's kit some utility. With Twilight Shroud now granting vision where it's placed, Akali can perform interesting jungle and lane jukes by first casting Twilight Shroud to gain vision of an enemy or jungle monster, and then using Shadow Dance as an escape tool. Overall, it should be a cool little trick that adds some depth to this ability.

Twilight Shroud
Now grants vision in the area of effect
Shadow Dance
Essence of Shadow charge time reduced to 30/22.5/15 seconds from 35/25/15


Caitlyn

Caitlyn was crowding out a lot of other AD champions with her potent siege capabilities and strong lane trading potential. We wanted to highlight her weakness to extended trades as a sniper by reducing her base attack speed.

Additionally, by removing the accrual of headshot stacks when attacking turrets, it'll be a little more difficult for Caitlyn to perpetually siege towers in early game while zoning out enemies with the threat of a headshot.

Base Attack Speed reduced to 0.625 from 0.668
Attack Speed per level increased to 4% from 3%
Headshot
No longer gains stacks when attacking structures


Cassiopeia

Twin Fang
Now counts as a single target spell for the sake of items like Rylai's Crystal Scepter


Diana

As a melee champion, Diana should have an inherent weakness to lane harass. These changes are to reduce some of the safe and efficient wave clear Diana was getting from auto-attacking with her shield up in lane.

The shield change will help Diana in mid- to late-game team fights when she needs to dive into multiple enemies to engage. Before the changes, Diana's shield refreshed almost immediately and she got no benefit from the first stack unless she took damage very quickly upon initiating. Now with her shields stacking on top of each other, Diana will gain a little more survivability in these kind of engagements.

Moonsilver Blade
Damage reduced to 20/25/30/35/40/50/60/70/80/90/105/120/135/155/175/200/225/250 (+0.6 Ability Power) from 20/25/30/40/50/65/80/95/110/125/140/155/175/195/215/240/265/290 (+0.6 Ability Power)
Range of the cleave behind Diana reduced
Pale Cascade
Total damage changed to 66/102/138/174/210 from 60/105/150/195/240
Shield reduced to 40/55/70/85/100 (+0.3 Ability Power) from 55/80/105/130/155 (+0.45 Ability Power)
The second application of the shield now stacks with the first shield instead of replacing it


Elise

Reducing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise's offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade.

Skittering Frenzy
Ability Power ratio increased to 0.04 from 0.02
Spider Form
No longer grants bonus Armor and Magic Resist


Jarvan IV

Demacian Standard
Vision radius of the Standard reduced to 700 from 850


Karma

Inner Flame
Mantra Bonus - Soulflare
Slow area now spawns directly under the primary target


Miss Fortune

Miss Fortune excels at trading in lanes, but her Impure Shots were building too quickly and dealing too much burst damage with the use of Double Up. With this change, Miss Fortune loses some of her burst potential, but will do around the same damage in extended trades.

Impure Shots
Passive
Max stacks increased to 5 from 4
Damage per stack reduced to 4/6/8/10/12 from 6/8/10/12/14


Mordekaiser

Recommend items updated


Nami

These general usability buffs are for Nami to feel more impactful in team fights and skirmishes. In particular, with Surging Tides giving more movement speed and Aqua Prison having a longer stun duration, Nami players should feel better about playing aggressive in a lane.

Basic Attack Missile Speed increased to 1500 from 1350
Surging Tides
Bonus Movement Speed increased to 40 from 30
Aqua Prison
Stun duration increased to 1.5 seconds from 1.25


Nunu


Nunu naturally fits in the jungle with his strong objective control and high map mobility – these changes should add more depth within that role. Above all, we want Consume to be a cool spell –Consume has traditionally languished in late game for everything besides objective control, so making it an attractive spell with these changes adds more depth and rank-up incentive.

Consume
Damage increased to 600/700/800/900/1000 from 500/600/700/800/900
Healing reduced to 90/130/170/210/250 from 125/180/235/290/345
Healing ratio reduced to 0.75 from 1.0
Consume now grants bonuses for 120/150/180/210/240 seconds based on the type of monster consume was used on:
Golem-type monsters grant 10% increased size and maximum Health
Lizard-type monsters grant Nunu's attacks and spells additional magic damage equal to 1% of Nunu's maximum Health
Wraith or Wolf-type monsters grant 15% movement speed for 3 seconds after Nunu kills a unit


Quinn

Vault
Fixed a bug where Vault failed to interrupt targets that were immune to slows


Rammus

Puncturing Taunt
Can no longer target minions


Rumble

We did tone down some of Rumble's overall damage, but we also took this opportunity to make Danger Zone more impactful in Rumble's overall play. Here we've decided to increase his benefits for staying in the Danger Zone, so Rumble players will have more incentive to carefully manage their abilities.

Flamespitter
Damage decreased to 75/135/195/255/315 (+1.0 Ability Power) from 90/160/230/300/370 (+1.35 Ability Power)
Danger Zone damage bonus increased to 50% from 25%
Electro-Harpoon
Damage decreased to 45/70/95/120/145 (+0.4 Ability Power) from 55/85/115/145/175 (+0.5 Ability Power)


Syndra


Scatter the Weak
Improved detection of Dark Spheres at longer ranges


Twisted Fate

With his huge global map pressure in early and mid-game, we wanted to reduce Twisted Fate's overall power without hitting the core components that make him fun. We're changing the passive cooldown reduction on Stacked Deck to attack speed to take out some of the free power he was getting without much gameplay interaction. Additionally, given Destiny's high impact, we've brought it more in line with other global ability cooldowns

Pick a Card
Blue card now restores 50/75/100/125/150 Mana instead of 26/39/52/65/78 (+0.6 total Attack Damage)
Stacked Deck
No longer grants Cooldown Reduction
Bonus Attack Speed increased to 10/15/20/25/30% from 3/6/9/12/15%
Destiny
Cooldown increased to 180/150/120 seconds from 150/135/120
Tooltips updated


Udyr

Tiger Stance
Fixed a bug that caused Tiger Strike to only apply in the first 5 seconds of the stance


Varus

Hail of Arrows makes Varus very strong in lane trades and zoning enemies out, but the strength of this ability was crowding out the intended use of Piercing Arrow as a high-damage snipe. With these changes, Hail of Arrows still has its strength in area control but it no longer completely trumps Piercing Arrow as a method of proccing Blighted Quiver and dealing high burst damage.

Base Movement Speed reduced to 330 from 335
Piercing Arrow
Minimum damage increased to 10/47/83/120/157 from 10/43/77/110/143
Maximum damage increased to 15/70/125/180/235 from 15/65/115/165/215
Improved hit detection at the end of the missile
Hail of Arrows
Damage reduced to 65/100/135/170/205 from 65/105/145/185/225
Chain of Corruption
Improved hit detection at the end of the missile


Warwick

These are mostly quality of life changes for Warwick, who actually spent more time channeling Infinite Duress than he spent suppressing his target. Additionally, the fact that Warwick will now always place himself in front of the target rather than in a random location around them should add a little more strategic depth to who he suppresses and when.

Infinite Duress
Channel time reduced to 1.5 seconds from 2.1 (the target is still suppressed for the full 1.8 seconds)
Infinite Duress now always places Warwick in front of the target rather than a random spot around the target


Zac


For all of the utility and sustain he brings, Zac was just a little too strong across the board. These changes should tone him down in places where he had excessive power – reducing the burst power of his ultimate and his already unusually high sustain from bloblets.

Base Health Regen reduced to 7.0 from 12.5
Let's Bounce!
Damage reduced to 140/210/280 from 160/240/320
Fixed a bug where Let's Bounce! was applying a 0.25 Ability Power ratio on every bounce rather than 0.4 on the first bounce, halved on subsequent bounces
Tenacity reduced to 50% from 75%


Zed

As a resourceless champion, Zed was able to farm efficiently and safely without giving his opponent much opportunity for interaction. These changes should hit his wave clearing efficiency, especially at early levels. The vision reduction on Zed's Living Shadow was just to bring it more in line with other abilities of this type.

Razor Shuriken
Damage dealt to secondary targets reduced to 45/69/93/117/141 (+0.6 bonus Attack Damage) from 60/92/124/156/188 (+0.8 bonus Attack Damage)
Living Shadow
Vision radius of the Shadow reduced to 700 from 1300
Shadow Slash
Cooldown increased to 4 seconds from 3
Zyra

Thorn Spitter and Vine Lasher plants now correctly display their bonus damage from Ability Power
Thorn Spitter and Vine Lasher plants now benefit from Banner of Command's minion damage aura




Items

Mana Manipulator

Recipe changed: Faerie Charm + 120 gold = 300 total gold
Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6


Mikael's Crucible

Mikael's Crucible is a very strong item for supports who want to stay on the back line out of harm's way. Most supports, however, opt for Philosopher's Stone in early game, which makes them adverse to buying another high-sustain item like Mikael's Crucible. These changes also open up more diversity for supports when upgrading their Philosopher's Stone - Shurelya's offers more offensive and defensive disengage, but Mikael's Crucible offers more in-fight potential.

Recipe changed: Philosopher's Stone + Chalice of Harmony + 920 gold = 2500 total cost
Grants 7 Health Regen per 5 seconds from 0
Grants 18 Mana Regen per 5 seconds from 9
No longer grants Mana
Active Heal changed to "Heals for 150 + 10% of the target's Maximum Health" from "Heals for 150 + 15% of the target's Missing Health", Cleanse effect unchanged
Active travel time changed to 0.2 seconds from variable with distance
Fixed an issue with the hit effect particle


Shard of True Ice

Total cost reduced to 1600 gold from 1700
Mana Warp Passive Aura reduced to 5 Mana Regen per 5 seconds from 6




Summoner's Rift

While this change doesn't seem significant, it will help auto-attack reliant laners when trading against ability-based laners. Champions who rely on lane harassment through abilities typically don't draw minion attacks as much as auto-attack champions, and this disparity was forcing a lot of champions to opt for high-sustain starts in order to compensate. This change will have a larger overall effect on lane trading as the game progresses.

Caster Minions
Base Attack Damage reduced to 23 from 25


Howling Abyss

High Winds duration and intervals tweaked to match the pace of the music
Statue destruction algorithms tweaked to become more consistent throughout the match


Game Interface

Loss of Control UI
Loss of control indicators now appear underneath a player's nameplate when the player's champion is afflicted by a crowd control effect
A unique icon is displayed for each type of effect, and a shrinking progress bar indicates time remaining on the effect
When multiple, unique crowd control effects are active:
An additional icon is displayed for each unique effect type
The progress bar represents whichever effect has the longest remaining duration
Icons are removed as their associated effect type becomes inactive
Indicators are visible to the afflicted player, that player's team and the player who inflicted the crowd control effect


Co-op vs. AI

Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award more IP/XP than intended for games under 20 minutes
Fixed a bug that caused Co-op vs. AI games on Twisted Treeline to award less IP/XP than intended for games over 20 minutes


League System

Fixed a number of cases where icons on the league view were not showing up correctly


General

Custom Item Sets
Custom item sets can now be created and edited in the summoner profile.
Saved item sets appear as an option in the Recommended tab of the in-game item shop
Item sets can be associated with a specific champion, multiple champions or all champions
Item sets can be associated with a specific map, multiple maps or all maps
Silence, Taunt, Stun, Fear and Suppress effects have been updated with a new, consistent visual
Karthus' Requiem should no longer have a major FPS performance hit across all maps.
Rerolls in the ARAM queue will now prefer champions not being played by a member of the other team.
The 'Random Champion' option is no longer available in ranked game champion select.
Players who fail to connect to the game will now be granted the same bonus Magic Resistance/Armor that disconnected players receive.
Fixed a bug with certain AMD Radeon video cards when playing Dominion.
Players may now disable moving their champion via right-clicking on the minimap in the options menu.
Logitech G-Key, LED, and LCD technologies are now supported.
Fixed: Players joining private custom games in the PvP.net client were not able to submit passwords using the Enter key.
Adobe AIR no longer uses the Debug Launcher and has been updated to version 3.7. This should result in increased client stability.
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Old 05-15-2013, 03:56 PM   #4316
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aram lux OP. i died 1 time at the very end of the game. had 10,500 to spend lol

http://pics.bbzzdd.com/users/fenixgoon/aram_lux_op.jpg
Here are the chars that are OP as hell in ARAM even if you suck with them simply due to not much room to move around.

Yi
Lux
Blitz
Trundle
Nidalee
Hiemer (not quite OP if you're not good with him, but much more viable/useful than Summoners Rift)
Elise
Kat
Teemo

A few others with large AOE probably are (like Karth, Nunu), but really require more help from teammates.
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Old Yesterday, 10:40 AM   #4317
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Xerath should also be on that list.

Some incoming changes (probably) that are on the PBE:

- All jungle camps now spawn at 1:55 so that certain sides/lanes don't have a pre-lane advantage by killing the early spawning camps before getting to lane.
- Wolves/golems will spawn every 50 seconds (down from 60)
- Buff creeps give more XP and have a new particle effect to show who got the buff.
- Malady gone - it's passive is transferred to Nashor's Tooth.
- Madred's Razor now does additional bonus damage per attack to creeps.
- Wriggle's AD, LS, and cost is getting increased.
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Old Yesterday, 11:28 PM   #4318
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Originally Posted by crownjules View Post
Xerath should also be on that list.

Some incoming changes (probably) that are on the PBE:

- All jungle camps now spawn at 1:55 so that certain sides/lanes don't have a pre-lane advantage by killing the early spawning camps before getting to lane.
- Wolves/golems will spawn every 50 seconds (down from 60)
- Buff creeps give more XP and have a new particle effect to show who got the buff.
- Malady gone - it's passive is transferred to Nashor's Tooth.
- Madred's Razor now does additional bonus damage per attack to creeps.
- Wriggle's AD, LS, and cost is getting increased.
kinda surprised wriggles is getting hit. Honestly i still wish madreds razors built into bloodeazor or some other useful item aside from wriggles.

aLso if there's no price increase on nashors then it just became wayyy better
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Old Today, 12:45 AM   #4319
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I don't see wriggles as a nerf. They're bringing the cost down to make it a more attractive buy for certain junglers as the free ward mechanic is still in play and that's a big part of why wriggle's is so good. Lowering the other stats a bit to make it cheaper means they're keeping the same efficiency but lowering the overall stats/cost.

And yeah that's gonna be a pretty big buff to Nashor's for the few people that do get it (Kayle with more shred, oh my).
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