League of Legends - F2P MOBA (like DOTA) part 2

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zebano

Diamond Member
Jun 15, 2005
4,042
0
0
so i just went into a ranked solo game and about half of my champs were missing. my team wanted to ban morgana, but she literally did not appear on the champ list. it went from mordekaiser to nasus.

cho was not listed and i couldnt pick him, even though he wasnt banned.

anyone else run into this?

I had similar problems with my invite list. It was cleared up by typing something into the search box, searching, then deleting and searching again.

That said what this sounds like is a ranked feature whereby you cannot ban champions that the enemy team doesn't own. This has been in place since they first introduced ban-draft play.
 

Fenixgoon

Lifer
Jun 30, 2003
32,157
11,030
136
Ok add renekton to the list of champs that rapes my chogath. Got absloutely dominated in top lane in a ranked match. My team wasn't happy lol....neither was I.
 

Firsttime

Platinum Member
Mar 31, 2005
2,517
0
71
Renekton is one of the strongest solo top champs in the game. He's the one champ who I have problems with as Lee Sin. Renekton and Singed are probably the two strongest top solos right now, although counters and stuff obviously exist and should be exploited.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Renekton is one of the strongest solo top champs in the game. He's the one champ who I have problems with as Lee Sin. Renekton and Singed are probably the two strongest top solos right now, although counters and stuff obviously exist and should be exploited.

Destroy them both solo lane as WW.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
A quick update for those of you playing the lotgaming.com tournament with me. Registration is closed and round 1 matches are up. We play a team called Brick Squad. I've PM'd their leader to try and arrange a match.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Looking forward to it. Hopefully I get to play but if not I'll watch and cheer from the sidelines.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
The new jungle does NOT impress me


Care to elaborate? I've heard a full clear is no longer level 4 without masteries and I know most camps are weaker but I've really got no more information than that. How much did they reduce respawn timers by?
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
There's been some talk that there will no longer be a dedicated jungler. Instead, they'll be running a 2 top/bot config with one champ from each running into the jungle to clear it. Another possible thing is a tri-lane top that's built to push the tower as fast as possible.

Kind of sucks that this big of a change to the game comes right as this touney starts. But that could also be a good thing perhaps.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
There's been some talk that there will no longer be a dedicated jungler. Instead, they'll be running a 2 top/bot config with one champ from each running into the jungle to clear it. Another possible thing is a tri-lane top that's built to push the tower as fast as possible.

Kind of sucks that this big of a change to the game comes right as this touney starts. But that could also be a good thing perhaps.

I don't see pushing top quickly as being all that useful unless you actively own the enemy jungle after that. In general, top is all about farm. Bottom/mid, I love getting tower down early because the loss of map control directly affects the enemies ability to control dragon.

The double jungle I actually suggested on another forum and got some interesting comments. My only tweak was that it was mainly a mid + jungler and a bottom + ganker style jungler as this once again gives massive dragon control.
 
Oct 25, 2006
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Care to elaborate? I've heard a full clear is no longer level 4 without masteries and I know most camps are weaker but I've really got no more information than that. How much did they reduce respawn timers by?

I just tried it as Olaf. A full run through was ridiculously fast (3:30 i think) and got me up to level 3. The jungle respawn was also extremely fast, by the time i was done with small golems, wolves were back. I didn't need to use a single potion as Olaf in the jungle, everything died too quickly.

Here is my issue. Riot has no fucking idea what they are talking about with these changes. The patch more or less removed counter jungling because it doesnt really matter if a jungle creep or two is gone, they respawn so fast anyway it doesn't matter, they also give you vastly less exp and gold so its not that much worse, and the time it takes to get to the enemy jungle simply is not worth the gold and exp loss. And the safe time is so much shorter because you can blaze through the jungle so much faster.

Also, all this jungle does it make it so that ganking happens less. You know why? Because the jungle gives you less experiance, anytime you are NOT jungling, the seperation between you and your lane mates and enemy junglers goes up extremely fast. The movement time between jungle creeps and lane makes it so that you HAVE to keep jungling in order to keep up, and any ganks you do HAVE to be done on extremely dumb players that can be ganked without waiting in the bush, because you will already be a lower level than a laner unless you've been jungling nonstop. So, unless you're jungling non stop, the enemy jungle just got a level or 2 above you while you wait. There is no incentive to gank, only an incentive to keep farming to keep up with the laners.

Also, all this jungle does is make strong junglers even stronger, and weak junglers even weaker. Lee Sin only needs to be at level 2/3 to make effective ganks, well this patch just shortened that time by a minute. Strong junglers will just breeze through a first run through and then gank because they are effective gankers at lvl 3, weak junglers will have to waste a ton of time doing multiple run throghs in order to get to the same point they were at pre change.

Also, potion changes are dumb, If I know potions will help me less, how the hell does that make ME more aggressive. It might promote more aggressive play on the other side, but the side with potions will simply play more passively, putting the lane back at square one. When I harass, I don't care about potions. If they burn a potion, fine, I don't realy care. The availability of potions does not dictate how agreesively I play its how much worse they are in lane that dictates that ( I'm a passive player anyway) Did riot NOT think about what the hell they were doing.
 
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HumblePie

Lifer
Oct 30, 2000
14,665
440
126
I just tried it as Olaf. A full run through was ridiculously fast (3:30 i think) and got me up to level 3. The jungle respawn was also extremely fast, by the time i was done with small golems, wolves were back. I didn't need to use a single potion as Olaf in the jungle, everything died too quickly.

Here is my issue. Riot has no fucking idea what they are talking about with these changes. The patch more or less removed counter jungling because it doesnt really matter if a jungle creep or two is gone, they respawn so fast anyway it doesn't matter, they also give you vastly less exp and gold so its not that much worse.

Also, all this jungle does it make it so that ganking happens less. You know why? Because the jungle gives you less experiance, anytime you are NOT jungling, the seperation between you and your lane mates and enemy junglers goes up extremely fast. The movement time between jungle creeps and lane makes it so that you HAVE to keep jungling in order to keep up, and any ganks you do HAVE to be done on extremely dumb players that can be ganked without waiting in the bush, because you will already be a lower level than a laner unless you've been jungling nonstop.

Also, potion changes are dumb, If I know potions will help me less, how the hell does that make ME more aggressive. It might promote more aggressive play on one side, but the side with potions will simply play more passively, putting the lane back at square one. Did riot NOT think about what the hell they were doing.

Can someone post the patch notes for me then? At work and can't read that stuff.
 

Firsttime

Platinum Member
Mar 31, 2005
2,517
0
71
My opinion of new jungle is it gives no gold and no xp, a jungler would have to work hard just to keep up with bot lane levels, and wont have more gold then supports. You can't clear small camps and b for boots or anything. You don't have to start cloth/5 now which is cool. Other then that I don't like new jungle yet.
 
Oct 25, 2006
11,036
11
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Can someone post the patch notes for me then? At work and can't read that stuff.

League of Legends v1.0.0.130
Volibear, the Thunder’s Roar

  • Rolling Thunder: Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air and flung behind Volibear.
  • Frenzy: Volibear's repeated attacks grant him additional attack speed. Once Volibear has repeatedly attacked three times, he can perform a vicious bite on his target.
  • Majestic Roar: Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
  • Thunder Claws: Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies.
  • Chosen of the Storm (passive): Volibear heals rapidly for a few seconds when his health drops to a critical level.
Fizz

  • Urchin Strike's targeting updating to hit targets slightly earlier
  • Urchin Strike's attack component can no longer be dodged
Jarvan IV

  • Martial Cadence (Passive)
    • Damage changed to physical from magic
    • Damage changed to 6/8/10% (at levels 1/7/13) of the target's current health from 8%
    • No longer procs spell effects such as Rylai's or Spell Vamp
  • Increased the hitbox size of Demacian Standard when targeted by Dragon Strike
Karthus

  • Wall of Pain
    • Wall duration reduced to 5 seconds from 7
    • Now only affects a target once (instead of reapplying every pass through)
  • Fixed a bug where Leona's passive and the Dominion center Sigil could cause an immediate double kill against Karthus
Kassadin

  • Fixed a bug which caused Force Pulse to cast backwards after performing Rift Walk
Katarina

  • Shunpo now always moves Katarina behind the target regardless if Killer Instincts is active
Kog'maw

  • Fixed a bug where where if you killed an enemy that exploded using Icathian Surprise, the enemy was awarded an extra kill (Shaco Hallucinate clone, Maokai)
  • Fixed a bug where Brand's Pyroclasm would give Brand an extra kill if it was traveling toward Kog'maw when Icathian Surprise triggered
  • Fixed a bug where if Ignite killed Kog'maw, it would cause Icathian Surprise to not trigger
  • Fixed a bug where Vayne's Silvered Bolts sometimes caused Icathian Surprise to not trigger
Riven

  • Blade of the Exile tooltip updated to display how much attack damage you will gain. It has also been clarified to state that Blade of the Exile scales off TOTAL attack damage, not bonus attack damage.
Sivir (Remake)

  • General
    • Attack range increased to 500 from 425
    • Attack missile speed increased to 1400 from 1200
    • Updated her attack frames to be more responsive
    • Base attack speed reduced to .658 from .679
    • Base attack damage reduced to 49 from 52.11
    • Updated recommended items
  • Fleet of Foot (Passive) – Remake
    • Sivir’s basic attacks against enemy champions grant her 50 Movement Speed for 2 seconds
  • Boomerang Blade
    • Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
    • Damage changed to physical from magic
    • Bonus attack damage ratio increased to 1.1 from 1.0
    • No longer has an ability power ratio
  • Ricochet - Remake
    • Sivir’s next basic attack bounces to 5 additional targets dealing 20/35/50/65/80 (+ 1.0 Attack Damage) physical damage to the first target and 25% reduced damage to each subsequent target. 7/6/5/4/3 second cooldown. 40 Mana cost.
  • On The Hunt
    • Now additionally applies the buff to allies who come into range while On the Hunt is active rather than only on activation.
    • Attack speed bonus changed to 30/45/60% from 30/60/90%
    • Allied attack speed gain increased to half of Sivir’s bonus from a third
    • Cooldown adjusted to 100/90/80 seconds from 90
Taric

  • Shatter ability power ratio increased to 0.6 from 0.4
  • Radiance ability power ratio increased to 0.7 from 0.6
Vayne

  • Fixed a couple small bugs introduced to Condemn with Fizz patch
Yorick

  • Fixed a bug where Ignite's tick damage dealing the killing blow caused Omen of Death to fail to reanimate its bearer
  • Fixed a bug where Leona's Sunlight passive and the Dominion center Sigil could cause an immediate double kill against the Omen of Death target
  • Fixed a bug where if Ignite killed the Omen of Death bearer, they would not be reanimated
  • Fixed a bug where Vayne's Silvered Bolts sometimes caused Omen of Death to fail to reanimate its bearer
Items

  • Health Potions now restore 150 health over 15 seconds (instead of 200 health over 20 seconds)
  • Madred's Razor
    • Proc chance increased to 20% from 15%
    • Proc damage reduced to 300 from 500
  • Mana Potions now restore 100 mana over 15 seconds (from 100 over 20)
  • Wriggle's Lantern proc damage reduced to 425 from 500
General

  • Chat window location will be now saved between games
  • Improved the targeting algorithms; it should now be much easier to select units that are obscured
  • Damage from lane minions to champions reduced by about 15%
  • Jungle Adjustments
    • Small camps now respawn faster, but have reduced rewards
    • Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing
    • Neutral monsters now have their health, damage, experience reward, and gold reward increase with game length, instead of having health increases with each respawn
    • Neutral monster experience range reduced to 400 from 800 (the killer always gets experience)
    • Ancient Golem camp experience increased slightly and gold reduced slightly
    • Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy
    • Lizard Elder camp experience increased and gold reduced slightly
    • Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30%
    • Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects
    • Baron Nashor will now push wards away if you try to place one too close
    • Monsters now heal 5% immediately when they retreat (instead of after 1 second), but are easier to re-aggro
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Also, potion changes are dumb, If I know potions will help me less, how the hell does that make ME more aggressive. It might promote more aggressive play on one side, but the side with potions will simply play more passively, putting the lane back at square one. Did riot NOT think about what the hell they were doing.

Riot seems to be like they're a bunch of knee-jerk theorycrafters. They see a problem with the flow of their game and how they've envisioned and a couple of the devs brainstorm about what the causes of this could be. They come up with ideas that can change the way the game is played and rather than spend a few months testing the changes and making sure they have the intended effects, they spend a couple weeks doing it, slap the seal of approval on it, and then release it to the game community along with all the unintended (because they didn't thoroughly test it) consequences.

I'm getting to the point where I wish Riot would stop developing so heavily for LoL and start working on LoL2. The entire front end needs an overhaul, there are a ton of features missing that every other MOBA has coming out of the gate, and then they could spend time in testing getting the game setup as they like rather than subjecting the player base at large to these big and sudden shifts in game design.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
This goes back to what I was saying earlier. Why do they insist on making game changing changes EVERY WEEK? How can they have million dollar tourneys when they make such large changes all the time? It's just dumb, and downright annoying. These aren't buffs/nerfs, these are major game changes that affect EVERYONE in the game. There is no way they've been testing this stuff nearly enough.

The one thing I'd like that they can't seem to do is just a password memory so every time the game crashes on me or dc's me I don't have to type that crap in. I had autolol for that, but with all the changes they keep making every week that was breaking it, I think the authors gave up on it. The ONLY reason for free mastery pages was because of autolol. You'd think that'd be a simple fix, but yet it's not there. They'd rather completely overhaul the system into a "new game"
 
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HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Riot seems to be like they're a bunch of knee-jerk theorycrafters. They see a problem with the flow of their game and how they've envisioned and a couple of the devs brainstorm about what the causes of this could be. They come up with ideas that can change the way the game is played and rather than spend a few months testing the changes and making sure they have the intended effects, they spend a couple weeks doing it, slap the seal of approval on it, and then release it to the game community along with all the unintended (because they didn't thoroughly test it) consequences.

I'm getting to the point where I wish Riot would stop developing so heavily for LoL and start working on LoL2. The entire front end needs an overhaul, there are a ton of features missing that every other MOBA has coming out of the gate, and then they could spend time in testing getting the game setup as they like rather than subjecting the player base at large to these big and sudden shifts in game design.


The problem is people never do what you expect. They never intended players to develop "meta" for games where certain combo's work much better than others at a given time. The thing is that this is what will always happen in a competitive player versus player game. People will always look for the most efficient winning strategy. All changes to the game do is change the strategy and not that players are going to come up with the most efficient strategy. Sure the want all strategies to be equally viable, but that is never going to be the case. It isn't in something as simple as chess/checkers, and it most certainly won't be the case in LoL.

Since I've been playing SWTOR I haven't played LoL since last Thursday. I might get on tonight right after work, but then I got to head out to be with my GF. But I might be able to squeeze in one game or two to try things out.

I am liking what I read on the Sivir remake at least. Making her purely AD was a needed change. Changing Jarvan's early game dominance I can see being positive although I did like Jarvan for his solo ability and early game dominance through Martial Cadence.

Bug fixed are always welcome. As for the jungle changes. I'll hold off on my opinion until I've tried it a few times. Like others, I also think it's a massive change to the current strategies of the game. Whether it is a good change or not I'll not decide now.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
The problem is people never do what you expect. They never intended players to develop "meta" for games where certain combo's work much better than others at a given time. The thing is that this is what will always happen in a competitive player versus player game. People will always look for the most efficient winning strategy. All changes to the game do is change the strategy and not that players are going to come up with the most efficient strategy. Sure the want all strategies to be equally viable, but that is never going to be the case. It isn't in something as simple as chess/checkers, and it most certainly won't be the case in LoL.

Since I've been playing SWTOR I haven't played LoL since last Thursday. I might get on tonight right after work, but then I got to head out to be with my GF. But I might be able to squeeze in one game or two to try things out.

I am liking what I read on the Sivir remake at least. Making her purely AD was a needed change. Changing Jarvan's early game dominance I can see being positive although I did like Jarvan for his solo ability and early game dominance through Martial Cadence.

Bug fixed are always welcome. As for the jungle changes. I'll hold off on my opinion until I've tried it a few times. Like others, I also think it's a massive change to the current strategies of the game. Whether it is a good change or not I'll not decide now.



The Karthus wall change bugs me since I main him, but I too like the look of the Sivir changes. The one thing that has always differentiated good from bad Sivirs is the spell shield and I don't expect that to change. Her new w makes sheen an interesting consideration that needs to be tested. That said, her range is still low enough that I expect her to build BT + Atmogs + more defense.
 

Abel007

Platinum Member
Jun 12, 2001
2,169
0
76
I never liked the jungle anyways. The jungle rarely has any worry of being ganked, levels at the same pace as the lanes, earns more gold, and has the ability to pop in and out of lanes quickly. The lane champions have to put up with their counterparts, the creeps for CSing, and the ganks coming in from the jungle. The people in the lanes should be rewarded more than the guy hiding in the bushes. They are risking more.

Also, I too like the Sivir changes. It was a champion that definitely needed some help.
 
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zebano

Diamond Member
Jun 15, 2005
4,042
0
0
I never liked the jungle anyways. The jungle rarely has any worry of being ganked, levels at the same pace as the lanes, earns more gold, and has the ability to pop in and out of lanes quickly. The lane champions have to put up with their counterparts, the creeps for CSing, and the ganks coming in from the jungle. The people in the lanes should be rewarded more than the guy hiding in the bushes. They are risking more.

Not true at all.

At higher elo and organized games there are lots of jungle invasions, shaco in particular likes to box up the bush as you cross from wolves to wraiths and the early damage on those can easily net him a kill. You really need to be at your buffs as they spawn post first run through because you can bet the enemy is timing them. Nunu is still a great counter-jungler as are Lee Sin, Trundle and Udyr (knowing who you can counterjungle and who you can't is half the battle).


If the jungle is out-earning you in gold, they are ganking extremely well, or you simply need to learn to last hit better. There has never been a point in this game when the jungle was worth more gold than a lane. Very early game they can grab a level or maybe 2 advantage with specific routes, but the really fast ones ones usually hit level 6 just behind mid and fall behind from there.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Also,finally from what people are saying, Sivir sucks even more.

How so? Extra movespeed while hitting someone I would think is always a good thing. Her dodge passive before was a bit of an iffy thing. Her ult got a pretty big nerf, but her boomerang got a big buff.

Ricochet got an early game buff (sort of) but a late game nerf. This is assuming the Ricocet damage is only based off what is listed and does not include her AD stats. Actually after re-reading that it looks like Ricochet is no longer a toggle but an active ability that must be used? Nevermind, that makes it almost junk except for slightly making it easier to farm a wave over using regular auto attacks. Basically it removed Sivir's pushing power.

Pretty hard late game nerf actually. Increasing her base range was a HUGE buff for her as she was the shortest range champ in the game with a 425 base range.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Red buff is now also applied on non-AOE direct damage abilities (ones that do their damage all up front). Urgot is going to be ridiculous. You get hit by an E and you'll get spammed by a dozen Qs because you're perma-slowed.
 
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HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Red buff is now also applied on non-AOE direct damage abilities (ones that do their damage all up front). Urgot is going to be ridiculous. You get hit by an E and you'll get spammed by a dozen Qs because you're perma-slowed.

So no longer applied by auto attacks but by any non-dot and non-aoe ability now? Woah.