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

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zebano

Diamond Member
Jun 15, 2005
4,042
0
0
Ahri Patch notes: http://leagueoflegends.wikia.com/wiki/V1.0.0.131

Due to quality of life changes I may have to start playing Lux and the little master of evil again =) Plus I've been mostly trolling normal games so Veigar will fit right in.


Edit: Check out the new runes!! I'll probably be trying out the avarice yellows on my supports though the loss of that armor might hurt.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Patch notes for those at work:

Code:
New Skins in the Store

    Midnight Ahri
    Dynasty Ahri
    Festive Maokai
    Toy Soldier Gangplank
    Snowmerdinger
    Mistletoe Leblanc

Ahri, her skins, and all of the Snowdown Showdown content will be simultaneously released in North America, Europe, and Korea on 12/14.

PVP.net v1.50

    Added the ability to search skins by Champion name in the Store
    Fixed several bugs that resulted in some cases of the "Session Closed" error

League of Legends v1.0.0.130
Ahri, the 9 Tails Fox

    Orb of Deception: Ahri throws out and pulls back her orb, dealing magic damage on the way out and true damage on the way back.
    Fox-Fire: Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.
    Charm: Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
    Spirit Rush: Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
    Soul Eater (Passive): Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has bonus Spell Vamp.

Fizz

    Base health regen per 5 reduced to 7 from 9
    Chum the Waters
        Fixed a bug where Chum the Waters stopped working if Fizz died
        Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
        Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
        Added a 3-2-1 timer like Time Bomb
        No longer hits nontargetable units like Vladimir in Sanguine Pool
    Urchin Strike ability power ratio reduced to .6 from .7
    Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50

Kassadin

    Riftwalk cooldown increased to 7/6/5 from 6/5/4

Lux

    Prismatic Barrier
        Shield strength increased to 80/105/130/155/180 from 60/85/110/135/160
        Missile speed increased to 1400 from 1200
    Lucent Singularity cooldown reduced to 9 seconds from 11

Miss Fortune

    Bullet Time base damage increased to 65/95/125 from 60/85/110

Mordekaiser

    Iron Man (Passive) shield amount increased to 35% from 30%
    Siphon of Destruction damage increased to 70/115/160/205/250 from 65/105/145/185/225

Pantheon

    Aegis of Zeonia mana cost reduced to 55 from 70
    Grand Skyfall mana cost reduced to 125 from 150

Sivir

    Boomerang Blade
        Base damage reduced to 70/115/160/205/250 from 80/125/170/215/260
        Now scales with ability power at a 0.5 ratio
    Ricochet
        Damage falloff per bounce reduced to 20% from 25%
        Fixed a bug which caused Ricochet to cost additional mana on throwing the projectile
    Updated recommended items

Sona

    No longer automatically acquires attack targets when idle while Power Chord is active

Trundle

    As of the Volibear patch, Contaminate's CC reduction applies to Silences and Blinds

Tryndamere

    Bloodlust heal per 1 fury reduced to 0.5/0.95/1.4/1.85/2.3 from 0.65/1.15/1.65/2.15/2.65

Twisted Fate

    Auto-attack range increased to 525 from 510
    Pick a Card will no longer randomly attack targets once a card has been picked and will not stop attacking if Twisted Fate is given an attack command or is already attacking a target

Udyr

    Monkey's Agility no longer grants Dodge

Veigar

    Primordial Burst mana cost reduced to 125/175/225 from 150/200/250
    Dark Matter mana cost reduced to 70/80/90/100/110 from 100/110/120/130/140
    Baleful Strike
        Mana cost adjusted to 60/65/70/75/80 from 75 at all levels
        Total ability power accumulated from Baleful Strike is now displayed in the tooltip
    Event Horizon mana cost reduced to 80/90/100/110/120 from 80/95/110/125/140

Volibear

    Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
    Frenzy bonus health scaling reduced to 18% from 20%

Xin'Zhao

    Crescent Sweep Armor and Magic Resist increase per Champion hit on increased to 7/10/13 from 5/8/11

Masteries

    Alacrity attack speed reduced to 1/2/3/4% from 1.5/3/4.5/6%
    Summoner's Resolve - Improved Heal reduced to 10% from 15%
    Perseverance removed, replaced with Strength of Spirit - increases health regen per 5 seconds by 0.4/0.7/1% of maximum mana

Summoner Spells

    Garrison now correctly applies assists to the caster

Items

    Ionic Spark (Dominion)
        Increased attack speed to 50% from 45%
        Increased proc damage to 110 from 100
    Warmog's Armor
        Passive health gain cap reduced to 350 from 450
        Passive health regeneration per 5 reduced to 10 from 15
        Health gain per kill or assist reduced to 35 from 45, minion kill reduced to 3.5 from 4.5
        Health regeneration per 5 gain per kill or assist reduced to 1 from 1.5, minion kill reduced to .1 from .15

General

    The Winter Map has returned as a Field of Justice!
    On Dominion only, characters with a "Zombie" state (Karthus' Death Defied, Kog'Maw's Icathian Surprise, Yorick's Omen of Death reanimations) will now start their respawn timers when their Zombie state ends, rather than when it begins
 
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Firsttime

Platinum Member
Mar 31, 2005
2,517
0
71
Veigar and Lux are now totally viable. Not in all mid lanes. But in some mid lanes. Veigar especially, the mana cost buff on baleful strike is way huge. Still they both are prone to counter picks. So they are 5th pick material. But that's how most AP's should be picked anyway.

I'm most interested in the Lifesteal quints. I think they could potentially open up top lane to more heroes. Especially some ranged AD types.
 
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zebano

Diamond Member
Jun 15, 2005
4,042
0
0
Veigar and Lux are now totally viable. Not in all mid lanes. But in some mid lanes. Veigar especially, the mana cost buff on baleful strike is way huge. Still they both are prone to counter picks. So they are 5th pick material. But that's how most AP's should be picked anyway.

I'm most interested in the Lifesteal quints. I think they could potentially open up top lane to more heroes. Especially some ranged AD types.

Actually I feel like most APs are just solid choices regardless of team comp. Zilean, Xerath, Sion, Gragas, Morgana, Brand, Karthus. There is almost no way to shut any of these guys down in mid lane except for the anti-casters LeBlanc, Kassadin, maybe Akali.

Top lane however has a huge variety of champs that counter other champs. Nasus or Irelia are usually great choices but if you pick them first, I'll take Pirate and destroy you (assuming no massive skill gap). The only top champs that seem to be mostly counterpick proof are Cho'Gath, Renekton and maybe Udyr though Swain can make his life difficult.


Bottom lane is usually a safe first pick though counterpicks do exist and synergy with your support is very important.
 

Firsttime

Platinum Member
Mar 31, 2005
2,517
0
71
Mid is evolving towards counterpicking. The sudden viability of LB helped that alot. For instance you would be a retarded to take Viegar or Ryze into mid against say Xerath. You take Morgana or LB. If you see Sion you don't take LB or Annie, you need Morgana or Gragas. Against Morg you are just fucked because that spell shield is some op shit :p.

There is even more counterplay in top though. So many of the top lanes have really hard counters. Udyr is the only counterpick proof top lane. No one wins. Some farm. None win.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
I think Morg's shield would be more balanced if it just blocked all damage types (like every other shield). That way, if I'm attacking her as Ashe (or any AD) then I'm helping to bring it down faster. Whereas right now it doesn't help to expose her and she runs away since she's immune to my slow.

And here are the new runes:

Code:
Quints:

Desolation (MPen / APen) (2050)
+2.0 APen and +1.3 MPen
(versus 1.89 MPen or 3.33 APen)

Vampirism / Transmutation (2050)
+2% lifesteal/spell vamp

Endurance (2050)
+1.5% increased health

Seals:

Endurance (820)
+0.5% increased health 

Avarice (410)
+0.25 gold / 10

Marks:

Desolation (820)
+1 APen / + 0.57 MPen
 
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Fenixgoon

Lifer
Jun 30, 2003
32,157
11,031
136
ok this is bullshit, once wukong hits level 2-3 there is NOTHING any char i play can do against his stealth/crush combo. i literally lose every single time laning against him. it makes me rage so hard.

edit: of course when i tried the monkey i lost so badly, so clearly it was one of those nights where nothing goes right. apologies again to zebano, pipi, terran, and saint for sucking so bad.
 
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Abel007

Platinum Member
Jun 12, 2001
2,169
0
76
Finally got my winning % in ranked solo above 50%! Scratching and clawing my way back out of the 800 ELO brackets, I am now at 120wins/117 losses and 1111 ELO. Nothing to write home about, but I am really excited about and wanted to share. :)


Teemo has carried me this entire way really. My winning percentage with him alone is 63%. I counter-picked Teemo against a mid Kass last night and destroyed him. After the first kill he called me lucky, after the third kill before the 10 minute mark he had shut up. Setting up a shroom line for his rift walk > null sphere and every time he came in to gain mana I'd harass the hell out of him with my poisons. There was nothing he could do and it snowballed from there. I love me some Teemo!
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
An auto-attacker is a terrible matchup for Kassadin. His strength lies in him being able to get in and silence with Null Sphere (anti-mage CC) and get out of range before the silence wears off. Only Blinding Shot would be effected by that and I assume you're leveling his poison first so silence really only does damage and Kass loses in that exchange.
 

Abel007

Platinum Member
Jun 12, 2001
2,169
0
76
Yea, I leveled poison shot, then blinding shot, and 1 level of teemo sprint @ lvl 4. Kass would port in and silence me but my atk spd and poisons would shred his health. I grabbed atk spd boots, then a malady then a wit's end, by the time I finished my wit's end the game was over.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Some decent changes to the game with the patch. The new Runes are bleh and a couple of them are completely worthless. Endurance? 4.5% health? Really? At a base of 3K health that is 135 extra health. WOW that means squat late game. The only reason the current health quints are anywhere near useful is that they provide a decent amount of flat health in the beginning to give your champs some early game breathing room when it comes to harassment trading and surviving ganks. The percentage based health is only going to give you around 15 extra hitpoints or so if you stack all 3. Woop dee frikking doo! Just what my champ needs: an extra 10 health at level 1 and an extra 100 health at level 18. So stupid.

The only possibly decent ones are the lifesteal/vamp ones. Will have to see how those play out.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
Finally got my winning % in ranked solo above 50%! Scratching and clawing my way back out of the 800 ELO brackets, I am now at 120wins/117 losses and 1111 ELO. Nothing to write home about, but I am really excited about and wanted to share. :)


Teemo has carried me this entire way really. My winning percentage with him alone is 63%. I counter-picked Teemo against a mid Kass last night and destroyed him. After the first kill he called me lucky, after the third kill before the 10 minute mark he had shut up. Setting up a shroom line for his rift walk > null sphere and every time he came in to gain mana I'd harass the hell out of him with my poisons. There was nothing he could do and it snowballed from there. I love me some Teemo!

Congrats thats a huge climb. Just remember that you get trolls and baddies all the time =) Just do what you can to win and don't sweat the rest. Pipi and my last three duo-queues have all been ruined by a top that just feeds and a couple of useless junglers. I actually won a game two days ago where the top Wukong went 0/4 against trynd and was level 3 when Trynd was 7. Trynd came to gank me, so I killed him (Xerath OP range with W), killed the mid Ryze then the team grouped up and just steamrolled our opponents, taking towers at will.

Some decent changes to the game with the patch. The new Runes are bleh and a couple of them are completely worthless. Endurance? 4.5% health? Really? At a base of 3K health that is 135 extra health. WOW that means squat late game. The only reason the current health quints are anywhere near useful is that they provide a decent amount of flat health in the beginning to give your champs some early game breathing room when it comes to harassment trading and surviving ganks. The percentage based health is only going to give you around 15 extra hitpoints or so if you stack all 3. Woop dee frikking doo! Just what my champ needs: an extra 10 health at level 1 and an extra 100 health at level 18. So stupid.

The only possibly decent ones are the lifesteal/vamp ones. Will have to see how those play out.

I think the dual Penetration runes could be great on certain champs (Teemo, Akali, Kayle and Fizz should all consider trying it).
 

Abel007

Platinum Member
Jun 12, 2001
2,169
0
76
Thanks Zeb! I just play the game for fun now. Sure, I like winning but its not the end of the world if I don't.

I bought the hybrid pen marks for Teemo and they have worked out well. I need the mpen glyphs, but then I'd be giving up flat MR and not sure that would be worth it. Will have to do some testing. I wonder what they plan on doing with the dodge seals, that would help make my decision a little easier if I knew.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
I find myself only getting more and more frustrated with each patch. I can't stand the constant change. I really can't stand the way the team comps revolve around who's the "OP" chars of the week. It really seems most old chars are considered pretty useless these days. Riot doesn't seem to be "fixing" anything, just breaking other things in the process of changes. They've been making these changes (sometimes to the same characters) for over a year. Then on top of that they totally revamp the game system while not really making accountable changes to the characters. While one would think that over time some things would level out and help, they don't because they are not consistent. Add to that the introduction of new characters every/every other week most of which have WAY too many "attacks/heals/escape mechanisms" compared to older characters in combination of doing away with the counter/escape mechanisms that those older characters actually could use (but made new characters somewhat OP) I don't see this game getting better, only worse. There is really no point of having 50 odd characters if only 5-10 are actually viable except in extreme cases.

P.S. Non standard builds are really looked down upon in game, and trolled on regardless of how you did. This is yet one more manifestation of the gaming situation. The whole point of all these items and runes and masteries is the ability to have options for situations, not to follow cookie cutter builds 100% of the time. Riot should just assume people are going to stack and prevent it. That would solve many of the reasons for nerfing items or chars. The fact that they didn't see that happening (and still continue to not realize it's full problem/potential) shows they really don't know how to fix this game.
 
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RPD

Diamond Member
Jul 22, 2009
5,059
558
126
How else do you expect them to make money if you don't keep buying the new stuff or change the meta so you have to buy?

I agree with what you are saying btw.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
How else do you expect them to make money if you don't keep buying the new stuff or change the meta so you have to buy?

I agree with what you are saying btw.

You do bring up a good point, and I have often thought that is exactly what's going on, but I would like to think there's more to it than just that. They do actually on occasion throw in a crappy new character lol.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
I guess I'll start the jokes about double penetration then first? Always best to be first instead of seconds.
 

Fenixgoon

Lifer
Jun 30, 2003
32,157
11,031
136
I find myself only getting more and more frustrated with each patch. I can't stand the constant change. I really can't stand the way the team comps revolve around who's the "OP" chars of the week. It really seems most old chars are considered pretty useless these days. Riot doesn't seem to be "fixing" anything, just breaking other things in the process of changes. They've been making these changes (sometimes to the same characters) for over a year. Then on top of that they totally revamp the game system while not really making accountable changes to the characters. While one would think that over time some things would level out and help, they don't because they are not consistent. Add to that the introduction of new characters every/every other week most of which have WAY too many "attacks/heals/escape mechanisms" compared to older characters in combination of doing away with the counter/escape mechanisms that those older characters actually could use (but made new characters somewhat OP) I don't see this game getting better, only worse. There is really no point of having 50 odd characters if only 5-10 are actually viable except in extreme cases.

P.S. Non standard builds are really looked down upon in game, and trolled on regardless of how you did. This is yet one more manifestation of the gaming situation. The whole point of all these items and runes and masteries is the ability to have options for situations, not to follow cookie cutter builds 100% of the time. Riot should just assume people are going to stack and prevent it. That would solve many of the reasons for nerfing items or chars. The fact that they didn't see that happening (and still continue to not realize it's full problem/potential) shows they really don't know how to fix this game.

inherent to any game where you have a "build"

best bet is to play with friends who wont care unless you REALLY ARE trolling.
 

Stumben2

Member
Jan 13, 2006
76
0
0
even better play with friends that don't care when you REALLY ARE TROLLING :)

Not that I do this really but eventually you cant help yourself from going tank-teemo or my personal favorite: Attack-speed Ryze!
 
Oct 25, 2006
11,036
11
91
Started off well, and now getting lower and lower and lower. About to go below 1100. So sad.

I can't wait till finals are over and I can participate in 5 man ranked.

Issue is, I'm not the type of guy who can carry teams hard consistantly. I play too passively, and if enemy makes a mistake I capitalize on it. I almost always have positive KD ratio but rarely do I snowball because I'm not the type of player who plays agressively enough to get kills all the time.
 
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