- My Forums
- Tiger Rant
- LSU Recruiting
- SEC Rant
- Saints Talk
- Pelicans Talk
- More Sports Board
- Fantasy Sports
- Golf Board
- Soccer Board
- O-T Lounge
- Tech Board
- Home/Garden Board
- Outdoor Board
- Health/Fitness Board
- Movie/TV Board
- Book Board
- Music Board
- Political Talk
- Money Talk
- Fark Board
- Gaming Board
- Travel Board
- Food/Drink Board
- Ticket Exchange
- TD Help Board
Customize My Forums- View All Forums
- Show Left Links
- Topic Sort Options
- Trending Topics
- Recent Topics
- Active Topics
Started By
Message
re: Official League of Legends Thread
Posted on 6/17/15 at 3:04 pm to BaddestAndvari
Posted on 6/17/15 at 3:04 pm to BaddestAndvari
Renekton is almost the polar opposite of nasus.
Renekton is a lane bully , but does hardly any damage late game. You eventually turn into a tank who can stun and dash around. But in early lane he is a beast
Nasus farms under turret in lane with minimal kill pressure, then eventually becomes a god who can 1 shot squishes late.
Renekton is a lane bully , but does hardly any damage late game. You eventually turn into a tank who can stun and dash around. But in early lane he is a beast
Nasus farms under turret in lane with minimal kill pressure, then eventually becomes a god who can 1 shot squishes late.
Posted on 6/17/15 at 3:07 pm to jefforize
Nasus is fun as frick, just gotta be patient and stack stack stack.
Posted on 6/17/15 at 3:18 pm to UltimateHog
AP Nasus mid is the best Nasus
Posted on 6/17/15 at 3:47 pm to Jackie Chan
Yeah I know, cowsep plays AP Nasus all the time on stream. He's 60-56 as him this season.
Posted on 6/17/15 at 3:48 pm to Jackie Chan
I tried Irelia top for the first time. Didn't really know what I was doing. Was learning as I was going and pulled off an 11/5/5 game.
Posted on 6/17/15 at 3:52 pm to atigersroar
quote:
I tried Irelia top for the first time. Didn't really know what I was doing. Was learning as I was going and pulled off an 11/5/5 game.
quote:
First time
quote:
Didn't know what I was doing
quote:
11/5/5
#Irelia
Posted on 6/17/15 at 4:02 pm to Tiguar
add to that random lag spikes as I was going in for kills on my lane opponent. It was vs Lissandra and I don't know how playing her top is.
Posted on 6/17/15 at 7:23 pm to atigersroar
Been playing since about New Years and enjoy LOL but always seems like the game hates me. I love playing in the jungle but it seems my teams are either super stacked or full of people who are just now playing. Seem to always be stuck in bronze or low silver. I'll go on a 5 game win streak or a 5 game lose streak. LOL is definitely a game that teaches you about life. Peaks and valleys. Lol
Posted on 6/17/15 at 7:29 pm to WareagleTD
Yeah...
Theres a quote from a pro..it goes something like this.
You will lose 40% of your games no matter what.
You will win 40% of your games no matter what.
The other 20% will entirely be up to you if you win or lose. Either you make the play to win or you throw the game and lose.
The better we do in those 20% of the games will directly correlate to improvement.
Theres a quote from a pro..it goes something like this.
You will lose 40% of your games no matter what.
You will win 40% of your games no matter what.
The other 20% will entirely be up to you if you win or lose. Either you make the play to win or you throw the game and lose.
The better we do in those 20% of the games will directly correlate to improvement.
Posted on 6/17/15 at 7:54 pm to jefforize
I live by Imaqtpie's philosophy. "You can't lose them all." Which I guess leads me to my losing streaks. But this game always has the potential for you to win and that's why it's addicting.
Posted on 6/17/15 at 8:45 pm to WareagleTD
frick this game right now. 2 wins = 22 LP. Then 1 loss in a 4v5 where our mid TF never connects is...minus 22 LP! I can't move up at all right now because wins aren't worth shite for LP for me.
Posted on 6/17/15 at 9:07 pm to AUin02
I just want the tank meta to be over. shite is ridiculous.
Tank champion who builds straight tank? No problem. Here's more damage than a 6 item ADC
What? You want to build straight damage? Here's tank stats as if you had 100 thornmails and 10,000 warmogs.
-Riot
Tank champion who builds straight tank? No problem. Here's more damage than a 6 item ADC
What? You want to build straight damage? Here's tank stats as if you had 100 thornmails and 10,000 warmogs.
-Riot
Posted on 6/17/15 at 10:54 pm to dcrews
whoa
LINK
TL;DR - We're changing AP Items! NLR is cheaper! More things give 80 AP! More things build out of NLR! Most things top out at 100 AP - but you'll still probably have the same amount of AP in your full build!
DCAP goes from 30% bonus to 35% bonus, liandries stronger, ROA Changes etc.
this is crazy.. check it out
vlad may become god tier with wota and rylais
cass too, anyone who builds seraphs. huge changes
LINK
TL;DR - We're changing AP Items! NLR is cheaper! More things give 80 AP! More things build out of NLR! Most things top out at 100 AP - but you'll still probably have the same amount of AP in your full build!
DCAP goes from 30% bonus to 35% bonus, liandries stronger, ROA Changes etc.
this is crazy.. check it out
vlad may become god tier with wota and rylais
cass too, anyone who builds seraphs. huge changes
This post was edited on 6/17/15 at 11:05 pm
Posted on 6/17/15 at 11:06 pm to jefforize
Between the current tank meta and boosting AP items, AD Carry is going to be all kinds of fun....................
Posted on 6/17/15 at 11:09 pm to jefforize
Blasting Wand
Cost: 860 G --> 850 G
Needlessly Large Rod
Cost: 1600 G --> 1250 G
Ability Power: 80 AP --> 60 AP.
Context on the Needlessly Large Rod change.
NLR being at such a high price / AP point means that almost any item that builds from NLR would have to have greater than 100 Ability Power on it when combined with any other Ability Power component. This proved to be a pretty huge constraint in using NLR as a stepping stone for certain items - going to retarget NLR as a smaller item. While this does have some implications on lane timing (You no longer need a double kill to get NLR first back, for example) - It was either this or inflate AP as a whole across the board. This has some... interesting ramifications in terms of the stability of mid lane purchases.
Rabadon's Deathcap
Recipe Change: NLR + Blasting Wand + Amplifying Tome
Total Cost: 3300 G --> 3500 G
UNIQUE Passive: 30% Ability Power Amp --> 35% Ability Power Amp
Zhonya's Hourglass
Total Cost: 3300 G --> 3000 G
Ability Power: 120 Ability Power --> 100 Ability Power
Luden's Echo (Summoner's Rift)
Total Cost: 3100 G --> 3000 G
Ability Power: 120 Ablity Power --> 100 Ability Power
Movement Speed: 7% Movement Speed --> 10% Movement Speed
Context on the Luden's change
Luden's is a terrifying item in terms of the general poke power it adds - Luden's probably needs a more solid identity that 'raw power' - so we've been pushing the item to be more and more about being mobility focused rather than spam spell focused. I suspect we'll eventually need to do more to the item but it'd most likely be more of a slow burn.
Archangel's Staff (Summoner's Rift)
Recipe Change: NLR + Tear of the Goddess + 1030 G
Total Cost: 2700 G --> 3000 G
Ability Power: 60 Base AP --> 80 Base AP
Seraph's Embrace (Summoner's Rift)
Ability Power: 60 Base AP --> 80 Base AP
Rod of Ages (Summoner's Rift)
Total Cost: 2800 G --> 2700 G
Health: 450 Base Health --> 300 Base Health
Mana: 450 Base Mana --> 400 Base Mana
Passive: 20 Mana Growth / 200 Maximum Mana --> 40 Mana Growth / 400 Maximum Mana
Passive: 2 Ability Power / 20 Maximum Ability Power --> 4 Ability Power / 40 Maximum Ability Power
Context on RoA change
RoA is currently leaning a bit too much towards favoring AP Heavies with the statline - while not really solving Mana / AP concerns for mages who want to pick it up. Going to adjust the item to more favor the Mana and Offensive statistics of this item, especially over time.
Nashor's Tooth
Total Cost: 2920 G --> 3000 G
Attack Speed: 50% Attack Speed --> 40% Attack Speed
Ability Power: 60 Ability Power --> 80 Ability Power
Context on Nashor's change.
We're also pushing more items up to compete in the 80 Ability Power range - While Nashor's is a fine purchase for people who already have strong on-hit procs - the ratio of Attack Speed to Spells favored these characters probably a bit too hard.
Rylai's Crystal Scepter
Recipe Change: NLR + Amplifying Tome + Giant's Belt
Total Cost: 2900 G --> 3000 G
Passive Single Target: 35% Slow for 1.5 seconds --> 40% Single Target Slow for 1.5 seconds
Passive AoE: 15% Slow for 1.5 seconds --> 40% Slow for 1 second
Passive DoT: 15% slow for 1.5 seconds --> 20% Slow for 1 second
Note: If a spell is both an AoE and a DoT - they use the DoT value.
Context on Rylai's change.
Rylai's is currently good in a few scenarios, namely - do you have a spammable single target spell and a train pattern - a large part of this is the fact that the AoE / DoT portions of the slow are so weak in comparison to the single target slow. Changing the tactic here to make those slows have less overall duration rather than penalizing the direct effect. This is a very powerful push in terms of Rylai's overall power - but we'll be looking at modifying and cleaning up of the slow rules as well either now or in the near future.
(Also added a self-only freeze particle effect so you can watch everyone become ice cubes when you're slowing them. FOR CLARITY.)
Haunting Guise
Total Cost: 1480G --> 1500 G
Liandry's Torment
Recipe Change: Haunting Guise + Blasting Wand
Total Cost: 2900 G --> 3000 G
Ability Power: 50 Base AP --> 80 Base AP
Context on Liandry's/Guise change.
Liandry's Torment is designed to be able to fit as a High Health / Low Resistance shredder (hence the combination of health damage + flat penetration). However, the lower AP on the item frequently meant your kit didn't actually work. Aggressively pushing the power of this build to be able to compete with the more immediate damage type builds - like proc builds.
Will of the Ancients Xypherous has mentioned that he is definitely considering changing Hextech Gunblade in the future.
Spell Vamp 20% Spell Vamp --> 0% Spell Vamp
New Passive: Your spells and abilities heal you for 15% of the damage dealt, calculated BEFORE your opponent's resistances. 33% effect for AoE Spells.
Context on Will change.
You need so many things to get a Spell Vamp build to work. You have to be resistant enough to not get bursted. You have to deal a sufficient amount of raw damage in order to heal. You probably need to be ahead to outscale the opponent's resistances. You need a ton of base damage. Therefore - this change is trying to reduce the number of dependencies needed in order to 'turn on.' You won't need Pen to heal from this item on champions. Spell Vamp builds are fairly problematic to control once they get rolling - so they tend to be pretty binary. The hope here is that there's a lower spell vamp value and less healing generally in exchange for not needing so much to get started.
Morellonomicon
Recipe Change: Codex + Idol + Amplifying Tome
Total Cost Unchanged
Context on Morello's change.
Wanted to increase the number of potential purchase options at the ~1200 G level.
I'm attempting to make Codex + Book or Wisp + Book potentially attractive choices compared to NLR, especially on your first back. You'll get more interim power than the NLR - at the slight cost of strongly telegrahing what you're going to build and locking yourself into a build. It's mostly an experiment to see if players like having this kind of choice between 800 + 400 component vs. ~1200 mid-tier.
Athene's Unholy Grail
Recipe Change: Codex + Chalice + Amplifying Tome
Total cost unchanged. Same reasoning as Morello's
Void Staff
Total Cost: 2295 G --> 2500 G
Ability Power: 70 Ability Power --> 80 Ability Power
Context on Void Staff change.
Void Staff's raw efficiency is pretty high compared to some of the other items on the list.
While % Penetration will always be a great multiplier for damage for any damage oriented mage - you don't really need it to also be such a great source of Ability Power. This pushes Void Staff's efficiency more in line with some of the other items with comparable multipliers. Also adding a bit of AP to ensure that players end up at roughly the same amount of AP they did pre-patch.
Cost: 860 G --> 850 G
Needlessly Large Rod
Cost: 1600 G --> 1250 G
Ability Power: 80 AP --> 60 AP.
Context on the Needlessly Large Rod change.
NLR being at such a high price / AP point means that almost any item that builds from NLR would have to have greater than 100 Ability Power on it when combined with any other Ability Power component. This proved to be a pretty huge constraint in using NLR as a stepping stone for certain items - going to retarget NLR as a smaller item. While this does have some implications on lane timing (You no longer need a double kill to get NLR first back, for example) - It was either this or inflate AP as a whole across the board. This has some... interesting ramifications in terms of the stability of mid lane purchases.
Rabadon's Deathcap
Recipe Change: NLR + Blasting Wand + Amplifying Tome
Total Cost: 3300 G --> 3500 G
UNIQUE Passive: 30% Ability Power Amp --> 35% Ability Power Amp
Zhonya's Hourglass
Total Cost: 3300 G --> 3000 G
Ability Power: 120 Ability Power --> 100 Ability Power
Luden's Echo (Summoner's Rift)
Total Cost: 3100 G --> 3000 G
Ability Power: 120 Ablity Power --> 100 Ability Power
Movement Speed: 7% Movement Speed --> 10% Movement Speed
Context on the Luden's change
Luden's is a terrifying item in terms of the general poke power it adds - Luden's probably needs a more solid identity that 'raw power' - so we've been pushing the item to be more and more about being mobility focused rather than spam spell focused. I suspect we'll eventually need to do more to the item but it'd most likely be more of a slow burn.
Archangel's Staff (Summoner's Rift)
Recipe Change: NLR + Tear of the Goddess + 1030 G
Total Cost: 2700 G --> 3000 G
Ability Power: 60 Base AP --> 80 Base AP
Seraph's Embrace (Summoner's Rift)
Ability Power: 60 Base AP --> 80 Base AP
Rod of Ages (Summoner's Rift)
Total Cost: 2800 G --> 2700 G
Health: 450 Base Health --> 300 Base Health
Mana: 450 Base Mana --> 400 Base Mana
Passive: 20 Mana Growth / 200 Maximum Mana --> 40 Mana Growth / 400 Maximum Mana
Passive: 2 Ability Power / 20 Maximum Ability Power --> 4 Ability Power / 40 Maximum Ability Power
Context on RoA change
RoA is currently leaning a bit too much towards favoring AP Heavies with the statline - while not really solving Mana / AP concerns for mages who want to pick it up. Going to adjust the item to more favor the Mana and Offensive statistics of this item, especially over time.
Nashor's Tooth
Total Cost: 2920 G --> 3000 G
Attack Speed: 50% Attack Speed --> 40% Attack Speed
Ability Power: 60 Ability Power --> 80 Ability Power
Context on Nashor's change.
We're also pushing more items up to compete in the 80 Ability Power range - While Nashor's is a fine purchase for people who already have strong on-hit procs - the ratio of Attack Speed to Spells favored these characters probably a bit too hard.
Rylai's Crystal Scepter
Recipe Change: NLR + Amplifying Tome + Giant's Belt
Total Cost: 2900 G --> 3000 G
Passive Single Target: 35% Slow for 1.5 seconds --> 40% Single Target Slow for 1.5 seconds
Passive AoE: 15% Slow for 1.5 seconds --> 40% Slow for 1 second
Passive DoT: 15% slow for 1.5 seconds --> 20% Slow for 1 second
Note: If a spell is both an AoE and a DoT - they use the DoT value.
Context on Rylai's change.
Rylai's is currently good in a few scenarios, namely - do you have a spammable single target spell and a train pattern - a large part of this is the fact that the AoE / DoT portions of the slow are so weak in comparison to the single target slow. Changing the tactic here to make those slows have less overall duration rather than penalizing the direct effect. This is a very powerful push in terms of Rylai's overall power - but we'll be looking at modifying and cleaning up of the slow rules as well either now or in the near future.
(Also added a self-only freeze particle effect so you can watch everyone become ice cubes when you're slowing them. FOR CLARITY.)
Haunting Guise
Total Cost: 1480G --> 1500 G
Liandry's Torment
Recipe Change: Haunting Guise + Blasting Wand
Total Cost: 2900 G --> 3000 G
Ability Power: 50 Base AP --> 80 Base AP
Context on Liandry's/Guise change.
Liandry's Torment is designed to be able to fit as a High Health / Low Resistance shredder (hence the combination of health damage + flat penetration). However, the lower AP on the item frequently meant your kit didn't actually work. Aggressively pushing the power of this build to be able to compete with the more immediate damage type builds - like proc builds.
Will of the Ancients Xypherous has mentioned that he is definitely considering changing Hextech Gunblade in the future.
Spell Vamp 20% Spell Vamp --> 0% Spell Vamp
New Passive: Your spells and abilities heal you for 15% of the damage dealt, calculated BEFORE your opponent's resistances. 33% effect for AoE Spells.
Context on Will change.
You need so many things to get a Spell Vamp build to work. You have to be resistant enough to not get bursted. You have to deal a sufficient amount of raw damage in order to heal. You probably need to be ahead to outscale the opponent's resistances. You need a ton of base damage. Therefore - this change is trying to reduce the number of dependencies needed in order to 'turn on.' You won't need Pen to heal from this item on champions. Spell Vamp builds are fairly problematic to control once they get rolling - so they tend to be pretty binary. The hope here is that there's a lower spell vamp value and less healing generally in exchange for not needing so much to get started.
Morellonomicon
Recipe Change: Codex + Idol + Amplifying Tome
Total Cost Unchanged
Context on Morello's change.
Wanted to increase the number of potential purchase options at the ~1200 G level.
I'm attempting to make Codex + Book or Wisp + Book potentially attractive choices compared to NLR, especially on your first back. You'll get more interim power than the NLR - at the slight cost of strongly telegrahing what you're going to build and locking yourself into a build. It's mostly an experiment to see if players like having this kind of choice between 800 + 400 component vs. ~1200 mid-tier.
Athene's Unholy Grail
Recipe Change: Codex + Chalice + Amplifying Tome
Total cost unchanged. Same reasoning as Morello's
Void Staff
Total Cost: 2295 G --> 2500 G
Ability Power: 70 Ability Power --> 80 Ability Power
Context on Void Staff change.
Void Staff's raw efficiency is pretty high compared to some of the other items on the list.
While % Penetration will always be a great multiplier for damage for any damage oriented mage - you don't really need it to also be such a great source of Ability Power. This pushes Void Staff's efficiency more in line with some of the other items with comparable multipliers. Also adding a bit of AP to ensure that players end up at roughly the same amount of AP they did pre-patch.
Posted on 6/17/15 at 11:13 pm to dcrews
yeah no kidding...
plus the new AP Jungle item.
plus the new AP Jungle item.
Posted on 6/17/15 at 11:14 pm to dcrews
quote:
Between the current tank meta and boosting AP items, AD Carry is going to be all kinds of fun....................
How long have you been playing this game?
It's a rotating wheel of which class (Assassins, Bruisers, ADCs, Tanks) is OP at the current time...
ADCs were super strong not too long ago.
Posted on 6/17/15 at 11:19 pm to Mear
quote:
How long have you been playing this game?
It's a rotating wheel of which class (Assassins, Bruisers, ADCs, Tanks) is OP at the current time...
ADCs were super strong not too long ago.
I'm not saying they weren't. My statement is still accurate.
Unfortunately, I started playing right after ADC's were single-handedly slaying everyone on the rift.
Popular
Back to top
Follow TigerDroppings for LSU Football News