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Posts posted by Shanco
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(insert generic picture of a woman flying a kite here)
EDIT: Indulging in my guilty pleasure
Jinx is a champ I should play a lot more of.
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Powerdoge: Wow such strike many siphon
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The only one I'm hyped for is N's Castle...none of the others look too appealing except maybe the Flip Book.
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Also Ardent Censor very fun probs only champ worth building it on other than the stray karma but that needs an ult to be teamwide soooo
'course that was just one game, but.. first impressions from me at least.
Soraka now uses her ult to initiate a teamfight :kappa:
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I highly question the Lizard Spirit on Lulu, but hey, if you won, you won.
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Double post because patch 4.13 is out. It's pretty much all balance changes like the last few have been (for the most part). For those of you too lazy to look at the site, this is what happened.
Skins
These skins will be available for 750 RP each:
- Debonair Ezreal and Vi
Headhunter Caitlyn
Skins - Splash Art Updates
The following skins got their splashes replaced with the Chinese ones:
- Anivia - Noxus Hunter
- Annie - Red Riding
- Blitzcrank - Rusty, Goalkeeper
- Cassiopeia - Desperada, Siren
- Mundo - Mr. Mundoverse
- Evelynn - Tango
- Gangplank - Minuteman
- Garen - Dreadknight
- Heimerdinger - Alien Invader, Blast Zone
- Irelia - Nightblade, Aviator
- Jarvan - Commando
- Kayle - Silver, Emerald
- Lux - Sorceress
- Master Yi - Chosen
- Miss Fortune - Candy Cane
- Nasus - Pharaoh
- Nidalee - Leopard, Snow Bunny
- Nocturne - Ravager
- Olaf - Forsaken, Glacial
- Pantheon - Ruthless
- Poppy - Noxus
- Rammus - Chrome
- Shen - Frozen
- Singed - Hextech
- Udyr - Black Belt
- Veigar - Curling
We've temporarily swapped out some skin splashes with their international counterparts to bring them more in line with our quality bar. We're committed to raising the quality of our splash art across the board, but our focus for now is on improving base champion splashes.
Champions - Reworks
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Sona is the only one this time. Her model got some touch ups to go with it.
Sona's strumming into this session with a harmonious Gameplay Update and an orchestra of new visuals! Keep time with the full symphony of changes
hearhere!
Not only does this Sona update give us more room to balance her in the future (old Sona's aura abilities were a nightmare, given how statistically strong they were without having much gameplay involved), but it'll also let Sona players show off their skills outside of that one clutch Flash Crescendo play. Now with these new Sona 'snuggle zones,' she'll be amplifying her friends with more impactful (and recognizable) effects.
Or, as Sona so eloquently puts it, "......"
Champions - General
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Braum nerfed...again. Passive damage and Stand Behind Me nerfed AGAIN, and his ult takes a hit this time as well.
Braum's continuing to dominate games in both high level and competitive, so we're looking to tone down his oppressive laning and stupendous disruption in early fights. Braum will still scale to the same levels (roughly) at the late game, but he won't have so much power in the early to mid to consistently snowball into it.
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Elise's Cocoon width is narrower. Also Rappel range got nerfed.
Thanks to her strong dueling power, great objective control (both in damage and spiderling tanking), and high utility ganks, Elise's got all the right things to make her a priority pick in competitive play. You'll hear the same for Lee Sin, but when a champion has so many strengths, it's tough to choose the right direction to take them. For now, our focus is less on introducing new meaningful weaknesses for Elise, and more about reducing her consistency and reliability in getting to targets.
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Eve's Hate Spike base damage got nerfed, but increases in ratios + decreases in mana cost.
Right now Evelynn's high base damage means she can go tanky while still blowing people up, so we're hoping she'll think more about her priorities with these changes. Basically if Evelynn wants to kill things quickly, she'll need to build offensively for it - if she wants to tank it out in the middle of fight, she'll have to itemize for that.
- Gnar is not in this patch.
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Gragas nerfed. Barrel Roll does reduced damage to minions, and Drunken Rage now costs mana.
Way back when we gave Gragas a gameplay update, we wanted to solve the thematic problem where a big fat drunken brawler was being played as a backline mage who throws barrels for days. These changes mean Gragas works best when he's scrapping in the middle of a fight, and not hiding like a sissy.
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Graves's Buckshot and Collateral Damage got damage buffs (in Buckshot's case, changes to the damage reduction of subsequent hits with one cast).
We're buffing Graves' ability to shoot people with a shotgun.
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Hecarim's passive now scales with level, and Rampage (helihorse) costs less mana.
Way back in the day, Hecarim used to have near infinite sustain in the jungle and we made targeted balance changes to address that. On re-examining, we overshot some of those nerfs.
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Janna's Tailwind aura has a larger range, and Howling Gale's cooldown is started as it's cast (as opposed to released).
Some small buffs for Janna, given she's still very strong as a disengage support champion.
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Jinx gets excited when an inhibitor goes down.
We are all very excited about this change. Extremely.
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Kayle's nerfs from 4.11 were tuned back a bit.
We're just backing up a bit from our previous Kayle changes from 4.11.
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Kog'Maw got a base HP nerf (in exchange, an HP/level buff), and the Caustic Spittle shreds less at earlier ranks.
When we made our AD itemization changes back in 4.10, Kog'Maw got significantly stronger on top of his already strong base kit. We still want Koggles to hit his late game power, but in order to get there he needs to have a real weakness in the early to mid game. As a quick rundown on why these changes specifically: Kog's current favored item build (Trinity Force + Blade of the Ruined King) lets him build more utility / tank than traditional Infinity Edge marksmen, but he can still deal tons of damage with Q's high base shred + W's damage amp. Now he'll just take a little longer to hit that level of effectiveness.
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LeBlanc's Distortion costs less mana at higher ranks.
Without a silence, LeBlanc's even more reliant on Distortion as it lets her sneak around the map for clever ambushes.
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Lee Sin's Cripple no longer reduces Attack Speed, and his Safeguard shield doesn't last as long. In return, he got a Health Regen Buff. I'd expect further Lee nerfs in later patches.
Like Elise, Lee Sin has a ton of strengths and few weaknesses, so it's equally tough to find the right direction to take him. In this case, after considering a lot of player feedback about Lee Sin's identity as a high-pressure early jungler who falls off late, we're maintaining that direction in our changes (specifically through the late-game falloff on his survivability and utility).
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Lissandra got more DPS (and slow on her ult) in exchange for some power on her Ring of Frost.
I'm going to directly quote someone here: "We want to emphasize Lissandra's strengths that aren't 'stun some fool for 1.5 seconds and then burst them down.'"
In other words, we're giving this ice mage more sustained damage in the late game while also improving her battlefield control. This does mean we need to tune down some of Lissandra's burstiness (especially with Q getting a full second reduction), but overall it lets us highlight more of her unique talents. -
Lucian's Relentless Pursuit has a higher cooldown and no longer removes slows.
When we made our big Lucian changes in 4.12, we had three concerns in the back of our heads: the first was that Lucian would struggle too much in the early game to hit his mid to late game power (false!), the second was that players would have difficulty adapting to the new Lucian changes (false!), and the third was that he would be a little too strong in the mid to late game so maybe our concerns didn't matter (true!).
Specifically on these changes: giving Relentless Pursuit a reset interaction with Lightslinger (and making it cost 0 mana) makes Lucian almost completely immune to slows, which leads to a lot of 'hard counter' situations where he's untouchable for a number of enemy champions. Ultimately we still want Lucian to have tons of mobility after he's picked up some cooldown reduction, but to make it a healthy mechanic he can't also shrug off any attempt to fight back. -
Lulu's Glitterlance slow no longer scales with AP, and her Whimsy's movement speed buff has been shortened at earlier levels in exchange for a reduced mana cost at higher ranks.
We initially thought solo lane Lulu was a unique addition to the game, so we wanted to let her stay a viable pick in both solo and duo lanes. That said, top lane Lulu is currently shutting down a lot of diversity in competitive play and, because Lulu's solo lane and support power are tied so closely together, we had to go for changes that reduce her oppressive strengths first. As an aside, we know this isn't a great situation where we keep indirectly reducing support Lulu's power to maintain her viability as a mage, so this is something we'll have to really consider for the future.
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Lux buff hype! Her passive now scales with AP as well as level.
We thought Lux needed some extra help scaling into the late game, so...
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Nami's Movement Speed was nerfed as well as her Ebb and Flow cooldown.
We're shaving off some of Nami's less obvious power as, with Braum and Thresh both receiving nerfs, she's on the rise to being the dominant support pick in competitive play.
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Olaf buffs helped out his Undertow, Vicious Strikes and his ult Ragnarok.
Olaf hasn't had the best time adapting to the evolving game (especially losing out on a lot of cooldown reduction + health items), so he's getting a few buffs to keep up.
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SHEN'S ULT BUG HAS FINALLY BEEN VANQUISHED ONCE AND FOR ALL. PRAISE LORD LTRANDOLPH.
This was one of the toughest and longest-standing bugs to track down. Yeesh.
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Sivir's ult got increase in the initial movement speed buff duration at later ranks. The total duration remains the same.
Sivir's an interesting champion who offers a lot of strategic power from the markswoman role, so we're amping up her unique strengths.
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Thresh's Flay now shields only one allied champion, and his ult now only damages upon the first wall being broken.
As Thresh continues to be a reliable top tier support, we decided to tone down some of his less appreciated (but very strong) area-of-effect teamfight presence.
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Tristana was...nerfed? Neither the Rocket Jump slow nerf or Explosive Shot damage nerf don't do too much to AD Tristana (AP, maybe).
Tristana follows the same story as Kog'Maw: a hypercarry markswoman who received a few buffs through the season (when it was dominated by mid-game dudes) before exploding onto the scene when we made our AD itemization changes in 4.10. Also like Kog: we want to make sure that Trist makes a meaningful strategic tradeoffwith a weaker early to mid game before transforming into a late game powerhouse.
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Varus's ult now has a lower cooldown, especially at higher levels.
Varus' core identity in the late game revolves mostly around his initiation and counter-engagement, so we're nudging that up.
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Vayne was buffed by way of Attack Speed and AD boost from Final Hour per Doj's link.
Vayne's always been one of the best examples of a hyperscaling markswoman, as she has to pay the cost of a weak early game before being rewarded with an extremely strong late game. So we buffed that.
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Yasuo's passive shield is slightly shorter, Steel Tempest scales less with attack speed, and Wind Wall no longer gives bonus flow to Sweeping Blade. Nerfs all around.
We've been watching Yasuo over the past few months and while we don't think he's really out of line, we did some fine-tuning to round him out.
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Ziggs's ult is now 120 second cooldown at all ranks.
By increasing the late game cooldown of Mega Inferno Bomb, Ziggs will have to think harder about whether he uses his R for wave clear or if he should save it for an important team fight.
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Zilean's Time Bomb explosion no longer ignores spell shields (the application of the bomb did, now the application ignores them).
Ultimately this was a change we had to make for clarity - sorry Zilean!
Champions - Insignificant Stuff
The following champs received minor/bug fixes:
- Gragas
- Jax
- Sona
- Shyvana
- Thresh
- Vayne
- Vel'Koz
- Yasuo
Items
Banshee's Veil cooldown increased. Burst magesc rejoice!
The low cooldown on Banshee's Veil's spell shield allows it to be 'up' for the arrival of every new minion wave, which makes it a little too strong in evenly matched scenarios where one team is trying to siege out the other under a tower.
This is a WIP. In the meantime go read the notes, you lazy bums.
http://na.leagueoflegends.com/en/news/game-updates/patch/patch-413-notes
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Wow, he's so cute ;o; must have cute
EDIT: Fan creation Arcade Miss Fortune (along with Riot Kayle) heading to PAX
http://www.surrenderat20.net/2014/07/729-pbe-update.html#more
Daaaaaaamn gurl you fine
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Most of us wouldn't have seen it, since it's from EUW without a Riot post, but that's interesting...the guy that made that will pretty much be a legend now.
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Finally. Let the theories begin
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I'm dissapoint at your lack of wards :c
Xiph had the wards covered off with all the roaming he was doing. #duoqueue
EDIT: Dusted off doge
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What's armor??
http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1469990107/50724502
EDIT:
My implication was more that she may have boosted or bought it...
I stalked the summoner on quickfind/lolking and chances are they probably didn't get boosted (last season they were Platinum and they most likely would have been caught if they were boosting). Buying the account seems a little more plausible. Worth noting that the one game they played as Ahri in ranked, they were just as bad if not worse.
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Best one I got was Mecha Malphite...success?
Bagged a couple legacy skins as well so all in all, pretty good.
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He's A Real Furry
Furfrou (F) @ Leftovers
Trait: Fur Coat
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Return
- U-turn / Baby-Doll Eyes
- Roar / Thunder Wave / Toxic
- Cotton Guard
Genuinely crappy Pokemon on paper, but for those of you unfamiliar with Fur Coat (Furfrou's signature ability) It halves the damage from all physical attacks as well as Psyshock, Psystrike, and Secret Sword. That is BEAST and makes a physical wall out of a Pokemon with only 60 base Defense.
Will do up more on this later.
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Well since people are still using curse voice a lot Riot is doing more bans on people which are using the programs and have done another warning about it recently on forums. I am only bringing this up because yesterday a friend was banned for using curse voice a heads to all. Also even if you send a ticket in that the ban is unfair or ect, well Riot is allowed to it's 3rd party software and they can ban you on the spot if some 1 sends a screenshot of you using curse voice just a friendly thing I'm mentioning.
Yep. There was a lot of advance warning. LoLNexus used to be able to detect which players in a given game were using Curse Voice, so Riot will know as well, j/s.
The timing of your friend's ban is odd though. Most if not all of the bans I read about on the forums yesterday (and there were a lot of them) were manually-issued 14 day bans as a result of a close eye on the systems Monday by Riot.
Taken from Twitter:
Today, players that show extreme toxicity (intentional feeding or racism, etc) will be instantly 14-day or permabanned in #LeagueOfLegendsMight be a stupid question, but your friend was sure that the email mentioned "third-party programs", right?
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The only reason they aren't gutting Lee Sin is because Morello is a spineless cock
Which once again proves they don't know shit about balance and only care about popularity :^)
Should be pointed out that Morello doesn't balance.
That tweet was also from a lil while ago. Pwyff and Statikk have since both said they had intentions to nerf Lee before worlds, and Ghostcrawler hinted at Lee getting nerfed further come preseason.
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RiotNickAllen said they already ruled Lustboy ineligible for the LCS for now due to his incomplete Behavior Check. Regionals, maybe.
also, this.
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This is an interesting PBE update..weird day to be a mage.
http://www.surrenderat20.net/2014/07/721-pbe-update.html#more
And most importantly...banshee's veil nerf. #hype
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I'm on board for the Golurk idea
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It's a real shame they don't port it for PC. I'd be all over that.
Got an xbox one at a relative's place but I'll obviously never get the chance.
EDIT: It's available for PS3. Oooooo. Now I'm interested.
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By looking at your profile I'm guessing Mastery Page 2 is your Shyvana page - which is set up pretty nicely for an AD carry like Koggles.
Though at your summoner level, it probably wouldn't make a significant difference either way.
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I wouldn't even build Runaan's Hurricane on Kayle anymore - the AP ratio nerfs made that item less effective on her.
Runaan's is typically only decent on Teemo and Varus (AP) and maybe Twitch. AD carries can make use of Runaan's in two situations:
- You're so far ahead that you can afford not having a GA or other defense as your 6th item and just wanna end the game before they can catch up
- The base is flooding with minions and they need to gtfo your base ASAP.
In the case of Kog'Maw, Runaan's is usually a good item, but the other team wasn't near tanky enough for you to be able make worthwhile use of the item using the % max health damage of Bio-Arcane Barrage. Between Blade of the Ruined King and B-A Barrage, a full build would melt through a tanky frontline given you're able to stay alive long enough. A Zeal upgrade (
TL;DR: Not the worst item for Koggles, but I definitely wouldn't get it over other stuff. I agree with Silver, Trinity Force is a nice first big item.
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That didn't ever stop Yasuo from getting fed.
^ this, pretty much...with the new Lucian builds that mainly involve heavy CDR investment (inc. Youmuu's and Ionian Boots) you've got 3 seconds to kill Lucian, and if you don't, someone's either been chunked or killed, he's gone, and if you want dat ass you probably have to chase him through his ult.
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That cat's a troll. I feel like he turned away at the last second just to smite the cameraperson.
That LoL Feel When...
in Gaming General
Posted
That feel when after a game: "Man, how did I win that..."