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

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novasatori

Diamond Member
Feb 27, 2003
3,851
1
0
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
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Nanobreath and his bro ran a double jungle of Nunu/Udyr a few times I played with them. Worked out very well since by themselves they're potent jungle gankers. Together, and with an early red buff, they can start ganking at level 2-3 which usually catches the other team by surprise. As I recall, they also worked together through our jungle and didn't try to split up and have one in our jungle, one in the enemy jungle. After a successful gank, they'd then safely take the nearby enemy jungle buff for whoever didn't have it.

And you just have to make sure you have a decent 2v1 laner or two in the case you often play at the no jungler ELO.
 
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crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Patch notes:

Code:
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 Nocturne’s Paranoia and Ashe’s Hawk Shot
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
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.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
Interesting changes. Not sure what the Jarvin nerf is about. He seemed pretty middle of the road. They nerfed deathcap...bastards. Is the Swain change a nerf or a buff? I don't know what he gets now....
 

nanobreath

Senior member
May 14, 2008
978
0
0
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 have had lots of success in double jungle with nunu+udyr, however this is in normal game where they cannot counter pick at all. It works very well against disorganized and semi-organized teams because it completely throws out their normal convention of playing. However, against a team that has wards out, and doesn't push, it lose quite a bit of effectiveness. I haven't really played against a good team that knows how to defend against it, but I imagine at higher lvls of play it isn't as good.

Your thoughts on how to play it are good though. It is a team that isn't so much about pushing as a team and winning team fights, but keeping the other team on their toes and constantly double pushing using teleport etc to win lanes. Using superior map control to win the game.

Jungling with teleport isn't bad as it gives you the ability to hop across map quickly. And of course the chance to tele to a ward behind them and gank without them ever knowing you are there. Even if you don't get a gank, double jungling hurts the junglers EXP and being able to quickly teleport into action across the map really frees you up to jungle a lot more without worrying about missing a good gank.

The team makeup and good strategy and communication could make the team a nice experiment, but I'm not sure how effective it would be against a team that keeps their wits about them. For me it was always just chance to have fun.
 

xSkyDrAx

Diamond Member
Sep 14, 2003
7,707
1
0
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.

Irelia's mana probs are prety minimal early game. Once you get a PS your mana problems are gone and your lane sustainability is pretty much indefinite. If you're last hitting with AA and the occassional bladesurge at early lvls then it is pretty easy to keep up mana costs.

I usually don't go blade surge at lvl 1 anyhow depending on lane match up but now that it's lower it would probably be easier on her till she gets that PS and Irelia Q is 3rd priority so that mana cost wont be sinking in till mid to late game. But don't get me wrong I love Irelia. Picked her up about 3 or so weeks ago and she's been a blast to play. Was scared they were going to nerf her to bits when so soon after I picked her up but so far it hasnt been that bad. Her ult dmg is neglible most of the time anyways since her main source of dmg comes from Q + E and later on W plus the TF/sheen procs.
 

RPD

Diamond Member
Jul 22, 2009
5,056
565
126
Seems like a pretty reasonable patch. Nothing super drastic one way or another.
 

douglasb

Diamond Member
Apr 11, 2005
3,163
0
76
You left this out!


  • Updated matchmaking to make level 30s matching with non-30s rarer

That is absolutely huge IMO. Nothing was worse than being on a team of level 20-somethings (nobody over 27 usually) and being matched against a whole team of level 30 players with full rune/mastery sets. Being at a disadvantage of at least 3 runes and 3 masteries per player (meaning your team has AT LEAST 15 fewer runes and masteries than the other team) is pretty hard to overcome.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
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?
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
It may or may not make a difference. If part of your team is premade that way, it won't matter. I also think you run into it more in lower ELO's. I'm sitting there now I think as lately all my games have sub 30 players or lvl 30 players with only 100-200 wins.
 

Lightflash

Senior member
Oct 12, 2010
274
0
71
Going to be interesting to try out Yorick again. Played him the first day and gave up because he had just about no dmg or survivability.

Other nerfs/buffs are pretty decent. Glad to hear they are also fixing some of the matchmaking since all the games I have been in (lvl 28 as of 3 days ago) from early 20s has been bascially going against full lvl 30s. Granted it should not make a massive difference, but 2 to 7 points more of mastery and runes makes it hard to compete. Then you get the fun times of some token lvl 30 in the group that acts like he is the gift to the group and he is just as bad. I may not be the best player, but when I get those people I just would rather not play in random 5s.
 

Gothgar

Lifer
Sep 1, 2004
13,463
1
0
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....
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
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....

Same here. I love me some Kog and these changes will only make him more enjoyable. Easier time last hitting, BAB is basically an on-demand ability once you get 30% CDR, and Arty is easier to hit. The only thing I'd love for them to change at this point now is a remake of his passive. I just dislike passive's that are conditional on death since death is such a bad thing. Karthus isn't as bad since his allows him to cast abilities like normal. Kog just waddles around and hopefully blows up on someone useful, which is rare since everyone is carrying flash or has an escape ability.
 
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xSkyDrAx

Diamond Member
Sep 14, 2003
7,707
1
0
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?

I feel this happens to Irelia sometimes where I will Q the minion, the animation will play out but I don't get any gold but my Q is refreshed meaning I successfully last hit the minion. Either that or the minion died half way through my dash animation and it canceled it out. Annoying either way.
 

douglasb

Diamond Member
Apr 11, 2005
3,163
0
76
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.
 

Ultralight

Senior member
Jul 11, 2004
990
1
76
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.
 

nsafreak

Diamond Member
Oct 16, 2001
7,093
3
81
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
 

Ultralight

Senior member
Jul 11, 2004
990
1
76
FAIL!!!!! I had hoped to climb the last leveling rung and hit level 30 finally tonight

Ouch! Such pain...

I've just started about a week ago and was hoping just to get a few more points because at this juncture I am only playing the free offerings.
 
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