novasatori
Diamond Member
- Feb 27, 2003
- 3,851
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double jungle can work pretty well the problem is having 3 people who can solo, it actually puts a lot of stress on the solo lanes
Akali
If Akali uses Shadow Dance on a champion, she will attempt to attack the target upon successfully arriving
Alistar
Headbutt ability power ratio reduced to .7 from .8
Pulverize ability power ratio reduced to .5 from .6
Triumphant Roar ability power ratio reduced to .2 from .4
Ashe
Enchanted Crystal Arrow
Cooldown increased to 100/90/80 from 75 at all levels
Slow duration no longer scales with level and now slows for 3 seconds at all levels
Blitzcrank
Rocket Grab now has a proper animation.
Brand
Fixed a bug where Pyroclasm could instant-kill enemies under some circumstances.
Ezreal
Tuned Ezreal's autoattack frames to be more responsive
Trueshot Barrage cooldown reduced to 80 from 100.
Essence Flux mana cost reduced to 60/70/80/90/100 from 70/80/90/100/110.
Fiddlesticks
Fixed a bug where Dark Wind could instant-kill people under some circumstances.
Gangplank
Grog-Soaked Blade max stacks reduced to 4 from 5.
Irelia
Bladesurge mana cost changed to 60/65/70/75/80 from 70
Transcendent Blades damage reduced to 80/120/160 from 85/135/185
Jarvan IV
Demacian Standard
Cooldown increased to 13 from 12
Damage reduced to 60/105/150/195/240 from 60/110/160/210/260
Dragon Strike damage reduced to 70/115/160/205/250 from 70/120/170/220/270
Jax
Leap Strike can now target wards again, but will now reveal wards to enemies when used in this manner.
Katarina
Shunpo can now target wards again, but will now reveal wards to enemies when used in this manner.
Kog'Maw
Fixed a bug where Void Ooze was not flagged as an area-of-effect spell
Updated Kog'Maw's autoattack frame to be more responsive
Updated Bio-Arcane Barrage attack frame to be more responsive
Updated Caustic Spittle's attack frame to be more responsive
Bio-Arcane Barrage
Cooldown increased to 17 from 15
Duration increased to 10 from 6
Living Artillery drop time reduced slightly to increase consistency (Overall slightly faster)
Lee Sin
Safeguard can now target wards again, but will now reveal wards to enemies when used in this manner
Malzahar
Fixed a bug where Nether Grasp would sometimes only deal 4 ticks of damage instead of 5
Rumble
Flamespitter
Damage adjusted to 30/60/90/120/150 from 40/65/90/115/140
Ability power ratio reduced to .45 from .5
Ryze
Overload base damage increased to 40/65/90/115/140 from 30/55/80/105/130
Swain
Ravenous Flock now heals Swain for 75% of damage dealt versus champions, and 25% versus minions
Warwick
Hungering Strike now heals for 80% of damage dealt, down from 100%
Yorick
Omen of War
Fixed a bug where the Spectral Ghoul would not spawn if Yorick was silenced.
Omen of Pestilence
Increased the cast range by 50
Improved the consistency of the AoE slow by increasing the radius and rate of application.
Mana cost reduced to 40/45/50/55//60 from 50/55/60/65/70
Omen of Famine
Mana cost reduced to 55/60/65/70/75 from 60/65/70/75/80
Omen of Death
Updated the visual of Reanimated Champions to better show when a Champion has revived.
Removed the health decay on the Revenant and Reanimated pets
Fixed a bug with the interaction between Chronoshift and Revenants
Fixed a bug with Heimerdinger's turrets and the Reanimated state
Unholy Symbiosis
Yorick now takes 5% reduced damage for each summon that is active.
Increased the Attack Damage and Health of ghouls to 35% from 30% of Yorick's Attack Damage and Health
Ghouls
Ghouls are now immune to slows.
Ghouls take 50% reduced damage from AoE abilities
General
Mana per level increased to 35 from 30
Health per level increased to 85 from 80
Armor per level increased to 3.6 from 3
Base Movement speed increased to 320 from 315
Slightly increased his base Attack Speed
Items
Rabadon's Deathcap base ability power reduced to 140 from 155
General
Fixed areas in brush that did not correctly hide units
Teleporting to a ward will now reveal the ward to enemies for a few seconds
Locally jumping to ward will now destealth the ward for 2 seconds
Added minimap range indicators for long range (non-global ) spells such as Nocturnes Paranoia and Ashes Hawk Shot
Anyhoo I think I've brought this up before but has anyone had any success double jungling?
I really want to make a team consisting of:
Nunu + Shaco or Tryndamere - both with smite.
3 of : Karthus, Gangplank, Twisted Fate, Pantheon potentially with teleport (CV on Karthus would also be nice).
All of the laners have at least an excellent slow or a stun (TF + Panth) as well as decent lane sustainability (Panth questionable) and global ultimate. I slightly prefer the GP and Karthus ults because you don't have to leave your lane to impact the other ones.
Early game the junglers would start with boots + pots, take red and one more camp to level to two and begin ganking and counterjungling constantly.
Late game with all the teleports and ults would be a ward + split push strat since only Nunu can function as a semi-tank.
Does anyone think this is viable? Also how would you go about countering it?
A similar idea is 3 solo laners + jungle + a roamer who starts off taking enemy dual golems + wraiths to get to level 2.
I gotta try Kog'Maw now.... I've never played him. It's nice to see Ryze get a little love, the extra 10 damage on q may make him viable again, idk. I'm really digging the Jarvan nerf but think Irelia's q change may turn out to be a buff since she has so many mana problems early game.
You left this out!
- Updated matchmaking to make level 30s matching with non-30s rarer
Oh man, can't wait to try out the new Kogmaw, he is one of my fav's.... this buff seems pretty significant...
With some CD reduction Bio-arcane Barrage will basically be active all the time....
Yorick finally got a big set of buffs but I wonder if it is enough still. Didn't get to play last night unfortunately. Yorick was basically trash before. Hope he's viable now. I wonder if they are ever going to fix the auto attack animation for Sona like they did for EZ and Kog? Man there is nothing more annoying than that when playing Sona. I hate it when I click to auto attack a minion on the far left that is about to die so I can get the CS but Sona moves up and decides to attack some other random minion instead even if the one I clicked on is still alive. Then watch as my creeps finish off the one I was trying to kill. It's annoying as shit.
Another annoying bug I hope they fix soon is the one where if you kill a minion you sometimes don't get the gold for it. I know it exists as I've been able to see it happen with 100% accuracy. It seems to happen more often if when you would kill a minion you only reduce it's health to 0 exactly and not "overkill" it. Meaning if you reduces the health to 0 on the dot then it dies, but you get nothing for it dying. I've seen it happen way too often especially with weaker attacking heroes.
I know I can duplicate it sometimes when I find a creep wave by itself and none of my creeps are close enough to engage yet. I go to kill them by myself and watch as my champ kills a minion sometimes and I get no gold for it. It only really happens when your hero doesn't do an overkill on the minion as I already said. Anyone else ever notice this bug?
Why would they patch on a Friday? Of course, servers are unavailable. EU servers are completely toasted, no telling when they will be up. NA servers probably down for tonight.
This is my question exactly. Why Friday??? It has been raining here heavily and my son and I planned on staying in and playing a few games but... SERVERS UNAVAILABLE continues.
FAIL!!!!! I had hoped to climb the last leveling rung and hit level 30 finally tonight