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

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thejunglegod

Golden Member
Feb 12, 2012
1,358
36
91
Why are u in so much shock? U assume that no one here at AT can be a troll? U clearly have never been to the P & N subforum.


Posted from Anandtech.com App for Android
 

PimpJuice

Platinum Member
Feb 14, 2005
2,051
1
76
WOW. So I play a duo with an ATOT'er and he fucking trolls me. "Not coming top till I hit 6 (with a skarner)" when I ask for a gank because I'm being tower dived by a level 3 Riven. 10 minutes later well after he's 6...still no gank, Meanwhile I'm pushed at turret being tower dived the entire game , as I have a punk Leona talking trash telling me to play better. Everyone just continues to ignore top and let Riven farm up while 2-3 ppl are top constantly harassing me. NO ONE CAME TOP ENTIRE GAME..not even my duo jungler! or our MID TF!

So of course I"m pretty pissed and put everyone on ignore and trying to get farmed up mid game, and I see enemy asking "what for?" after they died in a dumbass "gank". Sure enough, Leona spouting report jarv..entire team talking trash entire fucking game, but mostly just the Leona, she never shut up at all. Eventually we lose, ATOT'er immediately removes me from friends list...as if it was MY fault he trolled me. ....wow...can't even trust duo's. And yes, I hope you read this, because that was pretty fucking shitty since you thought you'd be clever and de-friend before I could rip your ass.

So done with this game.

Who was it?
 
Oct 25, 2006
11,036
11
91
Obviously with our string of losses, something must be done.... first game was lost because of no tank vs 4 tanky, but second game should have been an issue.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
5 ranked games this morning since I woke up and 5 losses due to trolls every single game. Last game we had a chance to win, even though the draven and soraka we had on our team were massive trolls. The draven was worse of the two. Still we were winning, had taken 2 of their inhibs down. I was top Yorick and the jungle and mid were doing a fantastic job along with me. So the other team was bad enough that the 3 of us were beating them despite the bot lane feeding and trolling. Then mid DC's for 7 minutes or more. Which allowed draven and soraka to go on a feeding spree and lose us the game. Nothing we could do at that point anymore.

Had massive feeders like a diana with 10 deaths by 8 minute mark in mid. She wasn't even being ganked, just kept tower diving a fizz and feeding him over and over. Had an Eve troll me because she got upset I took the second blue since I was AP yi in mid. She sat on the summoner pad for the next 15 minutes and came back out later when everyone else level 13+ and she was level 4 still. Other team had a troll of someone that didn't want to do support and so they had 2 mids. Although neither mid was bad. Still, that means they left their corki down bot to 1v2 our team. Should have been easy win bot, but the leona and trist BOTH fed corki. Gave him first blood and 3 kills before I was level 6. Then was trying to blame the loss of the game on my build despite I was the only one on the team with a good score. At the time shit really started to slide down hill I was 6/2/1. I ended up 6/6/6 that game.

Despite doing well each and every game, I got massively trolled by someone(s) on my team every time for 5 games in a row. So damn frustrating.
 

thejunglegod

Golden Member
Feb 12, 2012
1,358
36
91
When are they planning to implement the new UI?
Also, can u get multiple badges?For ex. if i am an honorable opponent, is it possible to get the great leader badge as well? Not that it matters but just wanted to ask.


Posted from Anandtech.com App for Android
 

Fenixgoon

Lifer
Jun 30, 2003
33,128
12,549
136
I was a little disappointed in IPL5 only because WE destroyed and completely outclassed everyone. Damn good play on their part. Everyone else needs to step up their game.
 

Firsttime

Platinum Member
Mar 31, 2005
2,517
0
71
I loved how WE made M5 just look like a bunch of scrubs. The game where they got TF was one of the most perfectly executed games I've ever seen. I have no problem with stomps when one team is playing perfectly. It was much more entertaining in my opinion then that 80 minute CLGeu game.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Here's the patch notes:

Code:
Summoner's Rift

Gold adjustments
Ambient gold gain increased to 16 per 10 seconds from 13 per 10 seconds - gold gained from farming lane minions and jungle monsters have been slightly reduced to compensate
Melee Minion
Base gold value reduced to 20 from 22

Ranged Minion
Base gold value reduced to 15 from 16

Siege Minion
Base gold value increased to 40 from 27

Scaling gold value based on time increased to 1 from 0.5
Minion gold values now update more often on a 90 second interval instead of 180
Kill and Death streak adjustments
Kill Streak bonus now caps at 500 Gold, down from 600 Gold.
Kill Streaks and Death Streaks now accelerate faster by roughly 50%.
Example: A player with a 4 kill streak will be worth 500 gold - compared to before which required an 8 kill streak.
Example: A player with a 4 death streak will be worth 126 gold - compared to before which required a 6 death streak.

Assist Gold
The bonus gold added for multiple players participating in a kill has been reduced to 150% from 158%.

Jungle
Overview
Initial difficulty of all jungle camps has been increased
Camp difficulty and rewards have been re-distributed more into the large monster in each camp
Scaling difficulty and rewards of the primary jungle camps have been significantly increased
Overall rewards have been re-distributed between the 3 primary jungle camps (Wolves, Wraiths, Golems) to better match their difficulty and convenience
New jungle items have been added to the store and old jungle items have been adjusted
Leashing has been changed
Jungle monsters now attack the closest target rather than chasing their original target
Whenever jungle monsters switch targets it counts as a “leash” - the maximum amount of leashes after which jungle monsters will reset has been increased to 10 from 3
Jungle monsters now deal 50% bonus damage to non-champions (ex: Malzahar's Voidlings, Shaco's Jack in the Box)
The “Banking” system that caused jungle monsters that have stayed alive for a long duration to have slightly increased rewards has been removed

Giant Wolf
Base Health increased to 900 from 550
Health per minute increased to 40 from 31
Base Attack Damage increased to 35 from 24
Attack Damage per minute increased 0.7 from 0.44
Base Gold increased to 44 from 40
Gold per minute increased to 0.65 from 0.43
Base Experience increased to 153 from 128
Experience per minute increased to 2.3 from 1.5
Movement Speed reduced to 443 from 510
Critical Strike damage reduced to 150% from 300%

Wolf
Base Health reduced to 300 from 360
Health per minute increased to 25 from 16.5
Base Attack Damage reduced to 8 from 14
Attack Damage per minute increased to 0.43 from 0.286
Base Gold reduced to 4 from 5
Gold per minute increased to 0.081 from 0.054
Experience per minute increased to 0.32 from 0.2136
Movement Speed reduced to 443 from 510
Critical Strike damage reduced to 150% from 200%

Wraith
Base Health increased to 750 from 400
Health per minute increased to 39 from 28
Base Attack Damage increased to 35 from 25
Attack Damage per minute increased to 0.75 from 0.5
Base Gold reduced to 25 from 33
Gold per minute increased to 0.72 from 0.48
Base Experience reduced to 103 from 105
Experience per minute increased to 2.1 from 1.4
Attack Range reduced to 300 from 650

Lesser Wraith
Base Health reduced to 250 from 275
Health per minute increased to 18 from 12.1
Base Attack Damage reduced to 10 from 17
Attack Damage per minute increased to 0.33 from 0.2195
Base Gold reduced to 3 from 4
Gold per minute increased to 0.054 from 0.036
Base Experience reduced to 15 from 22
Experience per minute increased to 0.16 from 0.1064

Big Golem
Base Health increased to 1000 from 950
Health per minute increased to 48 from 37
Attack Damage per minute increased to 1.6 from 1.05
Base Gold increased to 45 from 40
Gold per minute increased to 0.8 from 0.38
Base Experience increased to 137 from 117
Experience per minute increased to 2.4 from 1.55
Movement Speed increased 350 from 300
Attack Range increased to 150 from 100
Magic Resist reduced to -10 from 0

Golem
Base Health increased to 500 from 450
Health per minute increased to 37 from 25
Attack Damage per minute increased to 1.3 from 0.84
Gold per minute increased to 0.23 from 0.15
Experience per minute increased to 1.6 from 1.08
Movement Speed increased to 350 from 300
Attack Range increased to 150 from 100
Magic Resist reduced to -10 from 0

Ancient Golem
Base Health increased to 1500 from 1350
Lizard Elder
Base Health increased to 1500 from 1350

Young Lizard
Base Health increased to 300 from 250

Dragon
Base Health increased to 3500 from 3200
Health per minute increased to 240 from 220
Attack Range reduced to 350 from 500

Baron Nashor
Base Health increased to 8800 from 8000
Health per minute increased to 140 from 125
You can find full details on the jungle changes in the Pre-Season 3 website, located here.

Twisted Treeline
Increased low level death times and slightly decreased high level death times
Reduced the amount of experience split by two and three nearby players
Clarified the mana regeneration bonus on the altar tooltips
Tweaked Altar vision rules
Neutral altars will no longer grant vision
Stealthed champions can no longer capture altars
Evelynn will be revealed if within 300 distance of a capturable altar (this is to allow her to capture altars without expending spell cooldowns to forcibly remove herself from stealth)

Items
Blackfire Torch
Reduced magic penetration from 20 to 15
Decreased maximum charges from 25 to 18
Decreased the duration of the burn effect from 3 to 2 seconds
Increased the delay between charge gains from 1 to 1.5 seconds
Increased the burn amount from 1.67% to 1.75% of max health per second
Fixed a bug that caused the first tick of burn to not consume a charge

Grez's Spectral Lantern
New Recipe: Cloth Armor + Vampiric Scepter
Total Gold Cost: 1250 (combine cost: 150)
+25 Attack Damage
+20 Armor
+12% Life Steal
Unique Passive: Your basic attacks against minions and monsters have a 20% chance to deal 200 bonus magic damage.
Unique Active: A stealth-detecting mist grants vision in the target area for 10 seconds (1 minute cooldown).
Temporarily disabled Lord Van Damm's Pillager (conflicts with new Black Cleaver)
Temporarily disabled Wicked Hatchet (conflicts with new Executioner's Calling)

The following new Season 3 items are disabled:
Hunter's Machete
Madred’s Razors (reworked)
Spirit Stone and its upgrades
Liandry's Torment
Homeguard Enchant
Ohmwrecker
Sightstone
Ruby Sightstone
Runic Bulwark

Crystal Scar
Increased global mana regeneration aura from 1.5% to 2% bonus regeneration per 1% of mana missing
The following new Season 3 items are disabled:
Hunter's Machete
Spirit Stone and its upgrades
Liandry's Torment
Homeguard Enchant
Ohmwrecker
Sightstone
Ruby Sightstone

Proving Grounds
The following new Season 3 items are disabled:
Hunter's Machete
Spirit Stone and its upgrades
Homeguard Enchant
Ohmwrecker
Sightstone
Ruby Sightstone
Crystalline Flask

General (Stats)
Basic Cost for Stats
Attack Damage has generally been made cheaper by roughly 5 to 10%.
Attack Speed has generally been made more expensive by roughly 20%
Armor and Magic Resistance has generally been made more expensive by roughly 10 to 20%
Basic items have had their statistics and gold values adjusted to match.
Premiums for Tier 3 items
Gold premiums on Tier 3 items have generally been reduced across the board. This means that the deeper the build tree - generally the less statistics the item gives or the more expensive it will be compared to before.
Penetration Changes
% Penetration now applies before Flat Penetration. This means that combining the two statistics will amplify the effect of both - compared to live which reduced the effectiveness of both.
Last Whisper's Armor Penetration reduced to 35% from 40%
Void Staff's Magic Penetration reduced to 35% from 40%
Haunting Guise Magic Penetration reduced to 15 from 20
Sorcerer's Shoes Magic Penetration reduced to 15 from 20
Movement Speed
Movement Speed bonus on all Boot items has been reduced by 25
Base Movement Speed on all champions has been increased by 25

Items

Removed
The following items have been removed and items that build out of them have had their recipe changed:
Meki Pendant, Regrowth Pendant, Force of Nature, Ionic Spark, Moonflair Spellblade, Cloak and Dagger, Elixir of Agility, Leviathan, Soul Shroud, Heart of Gold, Madred’s Bloodrazor

Reworked
The following items have been changed and have had their passives and statistics modified:
Malady, Phantom Dancer, Zeke's Herald, Guardian Angel, Lich Bane, Eleisa's Miracle, Randuin's Omen, Deathfire Grasp, Guinsoo's Rageblade, Tiamat, Black Cleaver, Tear of the Godess, Archangel's Staff, Manamune, Executioner's Calling, Morello's Evil Tome, Warmog's Armor, Avarice Blade, Aegis of the Legion, Hextech Gunblade

New Items
The following items are new and will be available on Summoner's Rift:
Jungle-Focused: Hunter's Machete, Spirit Stone, Spirit of the Ancient Golem, Spirit of the Spectral Wraith, Spirit of the Elder Lizard
Support-Focused: Shard of True Ice, Mikael's Crucible, Banner of Command, Twin Shadows
Attack-Focused: Runaan's Hurricane, Zephyr, Sword of the Divine, Mercurial Scimitar, Liandry's Torment, Statikk Shiv
Defense-Focused: Frozen Fist, Ohmwrecker

Boot Upgrades
All Tier 2 boots can now be upgraded further with an enchantment for a gold cost - All Tier 2 boots share from the same pool of enchantments.
Enchantment - Alacrity: Increases Movement Speed by 15.
Enchantment - Furor: Dealing damage to a champion with a single target attack or spell grants you a movement speed boost that decays over 2 seconds.
Enchantment - Distortion: Your Ghost, Teleport and Flash cooldowns are reduced by a percentage.
Enchantment - Captain: Allied champions moving towards you gain a movement speed boost. Additionally, nearby allied minions gain a large movement speed bonus.
Enchantment - Homeguard: Being at fountain instantly restores your health and mana. Additionally, you gain a very large movement speed boost that decays over 8 seconds. This passive is disabled if you are in combat.
You can find full details on the items in the Pre-Season 3 website, located here.

Summoner Spells
Barrier
Now available on Summoner's Rift and Crystal Scar
Cooldown increased to 210 seconds from 125
Shield amount reduced to 95 + 20 per level from 100 + 25 per level
Improved Barrier increases the shield amount by 20 instead of reducing the cooldown by 20 seconds
Shield duration reduced to 2 seconds from 4 seconds

Clairvoyance
Duration increased to 5 seconds from 4
Cooldown reduced to 60 seconds from 70
Radius reduced to 1200 from 1400
Improved Clairvoyance now maintains sight on units revealed by Clairvoyance for 5 seconds instead of extending the duration by 2 seconds

Clarity
Now restores 40% maximum Mana to you and nearby allies
Improved Clarity now increases the Mana restoration by 25%, up from 20% (total 50% max Mana to you and allies)

Exhaust
Now reduces Attack Speed by 50%
Movement Speed reduction reduced to 30% from 40%
Now reduces all damage dealt by 30% from 70% for attacks and 30% from abilities/items.

Flash
Cooldown increased to 300 seconds from 265
Improved Flash is now calculated after other Summoner Flash cooldown reductions

Heal
Health restored per level reduced to 15 from 25
Amount allies are healed for increased to 100% from 50%
Improved Heal now increases your champion's max Health by 5 per level instead of increasing the Heal amount by 10%
Cooldown increased to 300 seconds from 270

Ignite
Cooldown increased to 210 seconds from 180

Promote
Disabled

Revive
Now always increases your movement speed after reviving
Improved Revive now grants bonus Health after reviving instead of a temporary speed boost

Surge
Disabled

Masteries
Masteries have been reworked
All Mastery Pages have been reset
You can find full details on the new Masteries in the Pre-Season 3 website, located here

Runes
Runes have been renamed to be more representative of their actual function (e.g. Mark of Desolation renamed to Mark of Armor Penetration)

Lesser Mark of Armor Penetration
Armor Penetration reduced to 0.72 from 0.93

Mark of Armor Penetration
Armor Penetration reduced to 1 from 1.29

Greater Mark of Armor Penetration
Armor Penetration reduced to 1.28 from 1.66

Lesser Mark of Magic Penetration
Magic Penetration reduced to 0.49 from 0.53

Mark of Magic Penetration
Magic Penetration reduced to 0.68 from 0.74

Greater Mark of Magic Penetration
Magic Penetration reduced to 0.87 from 0.95

Lesser Glyph of Magic Penetration
Magic Penetration reduced to 0.35 from 0.38

Glyph of Magic Penetration
Magic Penetration reduced to 0.49 from 0.53

Greater Glyph of Magic Penetration
Magic Penetration reduced to 0.63 from 0.68

Lesser Quintessence of Armor Penetration
Armor Penetration reduced to 1.42 from 1.85

Quintessence of Armor Penetration
Armor Penetration reduced to 1.99 from 2.59

Greater Quintessence of Armor Penetration
Armor Penetration reduced to 2.56 from 3.33

Lesser Quintessence of Magic Penetration
Magic Penetration reduced to 1.11 from 1.21

Quintessence of Magic Penetration
Magic Penetration reduced to 1.56 from 1.69

Greater Quintessence of Magic Penetration
Magic Penetration reduced to 2.01 from 2.18

Lesser Mark of Hybrid Penetration
Armor Penetration reduced to 0.5 from 0.56
Magic Penetration increased to 0.34 from 0.32

Mark of Hybrid Penetration
Armor Penetration reduced to 0.7 from 0.74
Magic Penetration increased to 0.48 from 0.44

Greater Mark of Hybrid Penetration
Armor Penetration reduced to 0.9 from 1
Magic Penetration increased to 0.61 from 0.57

Lesser Quintessence of Hybrid Penetration
Armor Penetration reduced to 0.99 from 1.11
Magic Penetration increased to 0.77 from 0.72

Quintessence of Hybrid Penetration
Armor Penetration reduced to 1.39 from 1.55
Magic Penetration increased to 1.09 from 1.01

Greater Quintessence of Hybrid Penetration
Armor Penetration reduced to 1.79 from 2
Magic Penetration increased to 1.41 from 1.3

PvP.Net 1.72
Recommended Items no longer appear in the Champion detail pages. This change does not affect the information displayed on the League of Legends website or the in-game store.

Champions
Hecarim
Base Attack Damage increased to 59 from 56
Attack Damage per level increased to 3.2 from 3
Nautilus
Titan's Wrath shield amount increased to 100/150/200/250/300 from 80/130/180/230/280
Rammus
Base Armor increased to 25 from 21
Base Health Regen increased to 8 per 5 seconds from 6
Sejuani
Base Armor increased to 24 from 21
Northern Winds duration increased to 6 seconds from 5

Spectator:
Retreat pings will now be team colored in spectator mode.
Target pings will now only last 6 seconds in spectator mode.
Directed camera algorithms have been improved.

General:
Fixed a bug that causes projectile-based skillshots to not appear when fired out of the fog of war (ex: Nidalee spear)
The Nexus turrets in The Crystal Scar and Proving Grounds will now kill invulnerable units.
Updated all bots' items, masteries, and summoner spells to account for Season 3 changes.
Improved bots' summoner spell logic and made usage consistent across all bots.
Fixed how custom game TT bots adjust to players' laning decisions.
Spells that target your own champion will now put an outline glow around your champion.
Unbound default key bindings for 'Toggle Health Bars' and 'Toggle Minion Health Bars'
Champion passives will now display their cooldown time over the passive icon.
 
Last edited:

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
Yeah, it's live. Jungled a bot game with my smurf account. As warwick the jungle is still pretty easy- being a level 15 smurf I didn't have full mastery or runes but it still was no problem at all. Went with a defensive mastery build with my 15 points, taking armor reduced damage and the 6 damage return to minions, the hp/lvl and flat hp mastery, and the regen mastery.

Not sure I like the UI. I guess it will grow on me, but it feels like everything is so small now.
 
Oct 25, 2006
11,036
11
91
Yeah, it's live. Jungled a bot game with my smurf account. As warwick the jungle is still pretty easy- being a level 15 smurf I didn't have full mastery or runes but it still was no problem at all. Went with a defensive mastery build with my 15 points, taking armor reduced damage and the 6 damage return to minions, the hp/lvl and flat hp mastery, and the regen mastery.

Not sure I like the UI. I guess it will grow on me, but it feels like everything is so small now.

I love the new UI. I made the previous UI tiny because I don't usually look at anything but the minimap anyway.

New UI is much more minimal.