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nanobreath

Senior member
May 14, 2008
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So I signed up for an account, and I've played a handful of games. Some initial questions:

1) Why does it seem that every time I get into the champion select screen, someone exits? I usually have to go through that process at least 5+ times before there is a match that actually gets to the game. Is it because people don't get the champion they want, and they quit? Is there no penalty for doing so?

2) About 75% of my games have one or more of my teammates leave in the match (and usually right near the beginning). I'm assuming I'm getting matched with other relative newbies, so maybe that is part of the problem, but is this something that plagues the game even as you level up?
3) What's up with the loading screen? I have a fast computer, but I get to 100% in about 10-20 seconds. I've had to wait more than 3 minutes for some people to load. Is this because the game takes that long to load on a slower computer? I can't imagine that there are computers 20x as slow as mine that are playing this game...
4) I've been playing Ashe and Malphite to start -- are these good beginner champions or are there better ones for me to be playing as I learn more about the game? I've been doing halfway decently, but I feel very much at the mercy of my teammates with these two, so with a good team I do well and a bad team I do horribly.

Apologies if these have been asked before, but I didn't have the stamina to read through 63 pages of posts.

1) Some don't get the champ they want, some don't like the team comp etc. Sometimes it happens 5 times in a row, others you won't see somebody leave for 10 games. If you leave a game during selection you have a cooldown before you can join a game again. If you leave during the game, you just get a loss, but cannot start a new game until the previous one is finished.

2) Looking back at it, games when I had just started definitely had a larger percentage of leavers. I guess people at lower levels just don't care as much. However, you will always have a problem with people either disconnecting or outright leaving. Use those matches to experiment with a new build order etc. Have fun.

3) LoL is made to play on a wide variety of machines. The minimum requirements on it are pretty low. Yes people's computers really are that slow. I find it is a great time to take a bathroom break, grab a drink etc. With 2+ minute load times and 1:30 before minions spawn I know I have time!

4) Just play every champion you can. Play every single one that is free for the week at least once. Learn how they play and find one you like. No one champion can win the game on their own, you always need the help of your teammates. You need to learn to be good with at least 1 champion of each type (tank, support, AD-Carry, AP) in order to make good team compositions later. At your level though, worry less about team comp. and just play whatever you feel like, most games are decided by leavers/feeders.



I have heard people mention "so and so left because those idiots picked a terrible team".

Last night a game I played had 3 players (two on my team and one on the other) that were just chatting away in 'all'...finally one on my team said it was a lost cause and just afk'd. They'd both pre-disclose ganks about to happen (our vlad is waiting for you) etc.

sucked.

Every online game has this type of player, the ones that get their kicks by screwing over their teammates. They think it's funny. Next time just hope they are on the other team :awe:
 

ivan2

Diamond Member
Mar 6, 2000
5,772
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For number 1, sometimes is just the server acting up and that the 5th player wasn't able to join. It sure doesn't happen every game and it don't even happen on my smurfs (level 12 i believe).

I am getting a kick out of killing 30s herding a bunch of noobs on my smurf account. I will usually queue a 2-3 person group game with my friend's smurf, whose lvl 15?-20. And overall with my AP Yi I won 3 out of 4 games. It was hilarious watching the noobs trying to kill me during my meditate.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
So I signed up for an account, and I've played a handful of games. Some initial questions:

1) Why does it seem that every time I get into the champion select screen, someone exits? I usually have to go through that process at least 5+ times before there is a match that actually gets to the game. Is it because people don't get the champion they want, and they quit? Is there no penalty for doing so?
2) About 75% of my games have one or more of my teammates leave in the match (and usually right near the beginning). I'm assuming I'm getting matched with other relative newbies, so maybe that is part of the problem, but is this something that plagues the game even as you level up?
3) What's up with the loading screen? I have a fast computer, but I get to 100% in about 10-20 seconds. I've had to wait more than 3 minutes for some people to load. Is this because the game takes that long to load on a slower computer? I can't imagine that there are computers 20x as slow as mine that are playing this game...
4) I've been playing Ashe and Malphite to start -- are these good beginner champions or are there better ones for me to be playing as I learn more about the game? I've been doing halfway decently, but I feel very much at the mercy of my teammates with these two, so with a good team I do well and a bad team I do horribly.

Apologies if these have been asked before, but I didn't have the stamina to read through 63 pages of posts.


Welcome to the game, as stated by others leavers happen much more often at low levels so just try to enjoy those early games and try out every champ available. Malphite in particular is overpowered right now and Ashe has always been a good champ. The most important thing is to play casters, AD carries, tanks and support types just to get a feel for what different characters can do.


I personally am trying to learn new jungle characters. WW jungles really easily but ganks poorly and deals piss-poor damage even at level 6 with just a madreds razor & boots of speed. Also while I use normal games to practice, blind pushing is even more prevalent there than in my games. Lesson 1 in WW: if you don't get your kills early you're going to be useless, you have 0 es capability and when your teammates all have an escape move they get pissed at you for dying (gragas, Trynd, Corki & Vlad).

My secondary jungle attempt is to make eve work. I know some people have been able to do this, and I've gotten through the jungle in 5 minutes, but she has to be the least safe jungle ever. Not only that but she seems to require either totally different runes, or a second summoner spell to jungle well (fortify works slightly better than ignite) ... uggg. If you have any tips please pass them my way, I've tried both my sion runes (MPen red, MP5/lvl yellow, AP/lvl blue, HP quints) and my ArPen/flat armor/flat MR/HP quints which I usually use for Garen/Xin.
 
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nanobreath

Senior member
May 14, 2008
978
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Lesson 1 in WW: if you don't get your kills early you're going to be useless, you have 0 es capability and when your teammates all have an escape move they get pissed at you for dying (gragas, Trynd, Corki & Vlad).

Bad teammates then. A good set of teammates all support each other on retreat. As long as you are not turning around and engaging them while we are all running I will help you escape. Especially since I am normally support or tank I will help you get away.
 

ivan2

Diamond Member
Mar 6, 2000
5,772
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im having a 3 game losing streak with shen, aside for feeder teammates i found that his damage output and CC is just not enough comparing to ram and mal.
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
im having a 3 game losing streak with shen, aside for feeder teammates i found that his damage output and CC is just not enough comparing to ram and mal.

Currently Shen just doesn't compare to malphite or rammus when it comes to tanking ability or damage output. Shen really shines though if teamed up with a Twisted Fate. Every 2-3 minutes you can have a ganking duo anywhere on the map, pretty much almost guaranteeing a kill. After a few easy ganks like that you'll be well on your way to making yourself one of those practically unkillable tanks.
 

zebano

Diamond Member
Jun 15, 2005
4,042
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0
Cassiopia's spotlight is out. It's good to see more skillshot casters. I don't know that I'll buy her (no IP right now) but she looks potentially fun.
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
Cassiopia's spotlight is out. It's good to see more skillshot casters. I don't know that I'll buy her (no IP right now) but she looks potentially fun.

I'm in the same boat you are. I don't have enough IP to buy a new character (unless she's 1350, which i'm sure she's 6300 or something). I'm to busy trying to fill out some rune pages, which I might be done in a few months at the current rate I'm going.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Currently Shen just doesn't compare to malphite or rammus when it comes to tanking ability or damage output. Shen really shines though if teamed up with a Twisted Fate. Every 2-3 minutes you can have a ganking duo anywhere on the map, pretty much almost guaranteeing a kill. After a few easy ganks like that you'll be well on your way to making yourself one of those practically unkillable tanks.

Agreed. I played Shen a few games last night for the first time in a long while and he just doesn't have the damage output. Once they nerf the other tanks' damage output then he'll be a viable choice again. But right now, you want Rammus, Malphite, or Amumu as your main tanks.

Also, I really need a tank rune page. Until I do get one I should just not play them.
 

ivan2

Diamond Member
Mar 6, 2000
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when they nerf the tanks, I predict the meta game is gonna switch to the beefy DPS + stunners like olaf, jax, xin and sion. last night i had a game where a few dps will just run pass me and shit all over my teammates.
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
when they nerf the tanks, I predict the meta game is gonna switch to the beefy DPS + stunners like olaf, jax, xin and sion. last night i had a game where a few dps will just run pass me and shit all over my teammates.

I only wish Olaf's axe stunned and wasn't a skill shot. That would be worth paying for. I also wouldn't count Olaf as "beefy" he barely breaks 2000hp at 18. Sion on the other hand if you've had enrage going the whole time can easily hit 2700hp at 18. His stun and shield also make him something you can't just ignore. I'll be very surprised if he escapes the nerf.

The only tanks I think need a little nerfing is maybe Garen, Rammus and Malphite. Out of those three, Rammus definately needs to get hit with the nerf bat the most. If they took the MR addition off his defensive curl, that would be a start. I doubt they'll do that though since they want to keep them as tanky and just lower thier damage ability.
 

alkemyst

No Lifer
Feb 13, 2001
83,769
19
81
Urgot is a skill shot toon. I like playing him actually. Many think he is just fodder, but he hits decent (very short range though) and a grenade/acid hunter combo packs a good punch.

Personally I think his standard shot is too short for balance.

Olaf is an animal in the right hands though.

I also like Hiemerdinger too, I am getting good at playing him. People really underestimate him. He's got a decent basic attack range, throw a grenade, pop a turrent and as they chase, launch rockets...get them to follow into another (preferably double turrent) and then grenade, and pop your ult.

I get rage quits on that one.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Patch notes are out. Garen getting a big nerf and will no longer put out tons of damage while buying tank items. He has to amass quite a bit of damage in order to come close to his pre-patch damage potential.

Also Sunfire's passive is now unique, so no Sunfire stacking for any character anymore. Quite a few other item changes as well. Flash no longer popping projectiles is another big change that was needed. Always thought that was cheap.

New Skins in the Store

* Siren Cassiopeia
* Desperada Cassiopeia
* Santa Gragas
* Reindeer Kog’Maw
* Silent Night Sona
* Re-Gift Amumu
* Ragdoll Poppy
* Candy Cane Miss Fortune


Snowdown Showdown Spoils

* The Winter Map is back for the Showdown!
* Red and Blue Eggnog to provide Health and Mana
* Minions with elf and reindeer hats
* Festive skins
* Festive Tier 3 runes
* Festive PVP.net landing page


PVP.net v1.25.13

* Improved Leaver Buster - PVP.net will now automaticaly ban leavers. This works similar to a 'driving points" system for driver's licenses.
o You gain ‘leave points’ by leaving games, and if you have enough leave points, you will be suspended or banned.
o You lose ‘leave points’ by having good behavior – by completing your games, and not leaving over a long period of time.
* Mastery saving has been improved
o Repseccing your masteries no longer saves an empty mastery page to the server. This means you’ll never accidentally enter the game with no masteries.
o You can now remove saved mastery points individually without having to return all your points.
o When you have unsaved changes in your rune page or mastery page, you will now be prompted to save when navigating away.
* Lowered the volume level of audio in PVP.net at all slider positions. You may want to adjust the audio levels in PVP.net as a result.
* Fixed a bug where viewing another users Champions would display your own Champions instead. This option is now greyed out when viewing another users profile.
* Fixed a bug where the "Play Again" button would not work at the End of Game screen for arranged teams
* Fixed a bug where you could not select the "Random" marker in Champion Selection
* Fixed a bug where PVP.net would crash at certain resolutions


League of Legends v1.0.0.107
Cassiopeia, the Serpent’s Embrace

* Noxious Blast - Cassiopeia blasts an area with a delayed high damage poison, granting her increased Movement Speed if she hits a champion.
* Miasma - Cassiopeia releases a growing cloud of poison, lightly damaging and slowing any enemy that happens to pass through it.
* Twin Fang - Cassiopeia lets loose a damaging attack at her target. If the target is poisoned the cooldown of this spell is refreshed.
* Petrifying Gaze (Ultimate) - Cassiopeia releases a swirl of magical energy from her eyes, stunning any enemies in front of her that are facing her and slowing any others with their back turned.
* Deadly Cadence (Passive) - After casting a spell any subsequent spellcasts will cost 10% less for 5 seconds. This ability stacks up to 5 times.


Cho'Gath

* Rupture delay reduced to 0.75 seconds from 0.8
* Carnivore health restored reduced to 34-68 from 40-82
* Carnivore mana restored reduced to 7-15.5 from 8-16.5


Ezreal

* Base damage increased to 47.6 from 45
* Damage per level increased to 3 from 2.6
* Base attack speed increased to 0.665 from 0.658


Fiddlesticks

* Terrify cooldown changed to 14/13/12/11/10 from 12
* Terrify mana cost reduced to 65/80/95/110/125 from 65/85/105/125/145
* Drain mana cost reduced to 80/90/100/110/120 from 80/95/110/125/140
* Crowstorm mana cost reduced to 150/200/250 from 200/300/400


Garen

* Decisive Strike attack damage ratio increased to 120% from 100%
* Decisive Strike base damage reduced to 30/45/60/75/90 from 40/60/80/100/120
* Judgment
o Base damage per second changed to 60/90/120/150/180 from 30/70/110/150/190
o Scaling increased to 100% per second from 70%
o Now scales off of only bonus attack damage rather than all attack damage


Gragas

* Drunken Rage damage reduction reduced to 10/12/14/16/18% from 10/14/18/22/26%
* Drunken Rage mana restoration changed to 40/55/70/85/100 from 50/60/70/80/90
* Explosive Cask cooldown increased to 90/75/60 seconds from 60


Katarina

* Bouncing Blades
o Now scales off of 80% bonus attack damage (instead of 100% of all attack damage)
o Base damage increased to 60/95/130/165/200
o Now has a 0.35 ability power ratio
* Death Lotus
o Base damage decreased to 40/50/60 from 50/65/80
o Now scales off of both attack damage and ability power rather than one or the other
o Now hits the closest 3 targets rather than 3 random targets
o Cooldown reduced to 60/55/50 seconds from 60


LeBlanc

* Ethereal Chains root duration increased to 1/1.3/1.6/1.9/2.2 seconds from 1/1.25/1.5/1.75/2
* Mimic cooldown reduced to 40/32/24 seconds from 40/35/30


Malphite

* Seismic Shard slow and haste changed to 14/17/20/23/26% from 10/15/20/25/30%
* Seismic Shard cast range reduced to 625 from 700
* Ground Slam mana cost increased to 60/65/70/75/80 from 60


Malzahar

* Null Zone percent of health damage increased to 5/6/7/8/9% from 4/5/6/7/8%
* Null Zone no longer has a minimum damage dealt
* Voidlings now spawn after 4 casts instead of after 5


Mordekaiser

* Mace of Spades now resets the attack timer when used
* Iron Man shield generation reduced to 20/25/30% from 30%
* Iron Man shield decay increased to 5% from 3%


Nidalee

* Fixed a bug where she would have lower base damage in cougar form than human form


Olaf

* Undertow now deal physical damage instead of magic damage
* Vicious Strikes health scaling changed to 0.5% at all ranks from 0.3/0.6/0.9/1.2/1.5%
* Vicious Strikes base damage changed to 10/17/24/31/38 from 12/18/24/30/36
* Ragnarok damage reduction reduced to 20/30/40 from 25/45/65


Pantheon

* Spear Toss base damage reduced at earlier ranks to 16/28/40/52/64 from 20/31/42/53/64
* Heartseeker Spear scaling damage reduced at earlier ranks to 20/25/30/35/40% from 24/28/32/36/40%


Poppy

* Fixed a bug with Diplomatic Immunity where the particles didn't display for their full duration at ranks 2 and 3
* Fixed a bug with Diplomatic Immunity where the tooltip didn't reflect the increase in duration when ranking up
* Fixed a bug with Diplomatic Immunity where the leveling tooltip didn't reflect the increase in duration with higher ranks


Swain

* Carrion Renewal now restores mana instantly


Twitch

* Spray and Pray
o Now fires a maximum of 5/6/7 shots
o Duration increased to 12 seconds from 6
o Now increases Twitch's attack damage by 15/25/35 instead of providing 30/45/60% Attack Speed


Udyr

* Tiger Stance
o Initial damage is now 150% attack damage plus 40/80/120/160/200 from 180/210/240/270/300% attack damage
o Persistent effect no longer splits Udyr's attacks
o Udyr now gains half attack speed for 5 seconds after activating Tiger and half while in Tiger stance
* Phoenix Stance base damage of activation effect reduced to 10/18/26/34/42 from 15/25/35/45/55
* Phoenix Stance base damage of on hit effect increased to 50/90/130/170/210 from 40/80/120/160/200


Urgot

* Fixed a bug that was causing Urgot's auto-attack to have a slight delay when clicking a unit for the first time
* Range increased to 425 from 400
* Attack damage reduced to 51.6 from 54.1
* Attack damage per level increased to 3.6 from 3.1
* Acid Hunter
o Base damage reduced to 15/45/75/105/135 from 30/60/90/120/150
o Attack damage ratio increased to 0.85 from 0.7
* Terror Capacitor base shield changed to 80/140/200/260/320 from 80/120/160/200/240
* Noxian Corrosive Charge
o Now deals physical damage instead of magic damage
o Damage changed to 75/130/185/240/295 (+0.6 bonus attack damage) from 100/155/210/265/320
o Now reduces 12/14/16/18/20% of the target's armor instead of 10/15/20/25/30 flat armor
* Updated recommended items


Items

* Banshee's Veil
o Health reduced to 375 from 450
o Mana reduced to 375 from 400
o Magic resist reduced to 50 from 57
* Elixir of Agility
o Now grants 12-22% Attack Speed and 8% Critical Chance, reduced from 15-25% Attack Speed and 15% Critical Chance
o Cost reduced to 250 from 300
* Elixir of Brilliance
o Now grants 20-40 Ability Power and 10% Cooldown Reduction, reduced from 31-65 Ability Power and 10% Cooldown Reduction
o Cost reduced to 250 from 300
* Elixir of Fortitude
o Now grants 140-235 Health and +10 Attack Damage, reduced from 230-400 Health and +11-28 Attack Damage
o Cost reduced to 250 from 300
* Infinity Edge attack damage reduced to 75 from 80
* Innervating Locket has been removed
* Last Whisper
o Combine path changed: now requires Pickaxe and Long Sword, instead of Recurve Bow and Long Sword
o Upgrade cost increased to 700 from 500
o Now provides +40 Attack Damage and 40% Armor Penetration
* Phantom Dancer
o Upgrade cost reduced to 400 from 900
o No longer provides Dodge Chance
* Randuin's Omen
o Armor reduced to 80 from 90
o Cooldown reduction reduced to 8% from 15%
* Shurelya's Reverie
o Move speed duration increased to 3 seconds from 2
o Health regeneration increased to 30 from 25
o Mana regeneration increased to 15 from 12
* Sight Ward
o Health reduced to 1 and armor reduced to 0
o Reduced collision and spellhit sizes
o Duration reduced to 3 minutes from 4.5
* Vision Ward
o Health reduced to 1 and armor reduced to 0
o Reduced collision and spellhit sizes
o Duration reduced to 3 minutes from 3.5
* Wriggle's Lantern Ward
o Health reduced to 1 and armor reduced to 0
o Reduced collision and spellhit sizes
* Spirit Visage
o Now builds out of Kindlegem instead of Ruby Crystal
o Upgrade cost reduced to 300 from 375 (total cost increased to 1550 from 1250)
o Health increased to 250 from 200
* Sunfire Cape
o Upgrade cost increased to 800 from 700
o Passive is now unique
* Warden's Mail
o Armor reduced to 50 from 60
o Health regeneration reduced to 20 from 25


Summoner Spells

* Flash no longer pops projectiles
* Flash cooldown increased to 255 seconds, from 240


Runes

* Flat energy, energy per level, and energy regen per level runes increased 10%
* Flat energy regen runes increased 5%


General

* Minion count on the scoreboard will now only update for Champions that you have vision of
* Solo lanes will see a slight reduction in their experience gain. Junglers and Dual lanes will be unaffected.
* Dragon no longer provides any global experience, but provides more global gold
* All turrets now provide less global experience, but more global gold
* Baron Nashor can now be debuffed with non-disables (for example, poisons)
* "Healing" due to a level up will now be adjusted by a portion of your missing health. In general, less health will mean less recovery. Healing from Catalyst the Protector remains unaffected.
* Monster AI has been improved and will now attempt to switch to a nearby target when you leave their leash range. Monsters can now reaggro if anyone in their camp is attacked while they are retreating.


Audio

* Vladimir - changed volume balance of spells.
 
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Obsoleet

Platinum Member
Oct 2, 2007
2,181
1
0
I wouldn't call today's patch a real nerf on offtanks. Not as much as I was expecting but moving in the right direction. Looks like Mundo was untouched other than the Sunfire stacking being void now. He's prob safe for me to buy now. Not sure why the nerfs to IE, and the changes to LW are unwelcome for the build I used it with.
The nerf hammer got dropped on the Locket, it's out of the game.

I finally hit lvl30 a few days ago. Pretty nice, and I'm noticing theres many terrible lvl30 players! Very annoying tossing games we should win.

patch notes: http://www.leagueoflegends.com/news/release-notes-v100107
 

darkewaffle

Diamond Member
Oct 7, 2005
8,152
1
81
Wow, that's a pretty massive patch. A lot of really significant changes, especially to items.

Locket gone, big change to Last Whisper, significant Randuins nerf, and elixirs much less potent.

Dragon and towers arguably become even more important, depends how much the gold increase is.

Flash change is huge. I'm assuming that means projectiles follow through Flash now.

Champion changes aren't that interesting on their own I don't think, but compound them with the item changes and the tanky dps are going to have to be more careful.
 

ivan2

Diamond Member
Mar 6, 2000
5,772
0
0
www.heatware.com
i think they nerfed garen and twitch a big way. by the look of twitch's ult right now the dmg/crit build that was popular months back will be even more prevalent amongst twitch players, and gone is the day when u will be dropped by twitch players before u ever knew wtf happened.
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
thanks for posting the patch notes crown. I'm a little sad they didn't nerf Rammus. I'm a little disapointed they nerfed Olaf's ult a little, but they slightly buffed his other ability, so I'll make do. Olaf's ult did make it so you could just basically laugh at katarina and hack her to death easily while she ulted, maybe now it'll be slightly harder.
 
Oct 25, 2006
11,036
11
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Why would they nerf Cho Gath. I love him and there was no reason to nerf him at all. The Rupture move was more or less useless on non already slowed characters anyway.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Why would they nerf Cho Gath. I love him and there was no reason to nerf him at all. The Rupture move was more or less useless on non already slowed characters anyway.

It got buffed and is now 0.05 seconds faster! It was his HP/MP passive that got nerfed a little.
 
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HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Wow, that's a pretty massive patch. A lot of really significant changes, especially to items.

Locket gone, big change to Last Whisper, significant Randuins nerf, and elixirs much less potent.

Dragon and towers arguably become even more important, depends how much the gold increase is.

Flash change is huge. I'm assuming that means projectiles follow through Flash now.

Champion changes aren't that interesting on their own I don't think, but compound them with the item changes and the tanky dps are going to have to be more careful.


Yep, actually, towers and dragon aren't as much of a big change with the global experience being removed. That experience was MASSIVE to a team.

There is a reason they did that though. It added to the snowball effect.

They know and are trying to address the snowball problem of losing. Once a team gets an upper hand to a certain degree, then the chances of them losing drop exponentially inversly proportional to their chances of winning.

Once your team gets a couple a kills, then a dragon kill or two puts that whole team over the top of the losing team. Toss on a tower or two, and the advantage just runs rampant. I've had games where I was level 18 before anyone on the other team was level 10. Those were pure stompage games at that point.


They also backed off on some of the tanky dps changes they had originally planned. They wanted to try a couple first to see how well those nerfs worked before adding more. Also, the nerfs were specifically for tanky dps chars. Mundo is not a DPS tank by any stretch of the imagination. His cleaver can hurt single targets in the early game, but by late game he doesn't do much if he does not actually build for DPS. Which means he isn't able to tank much if he does that.

The changes to the tank items is big though like sunfire and randiuns. DotA had an item exactly like sunfire called Radiance. That was a unique item skill for a long time. When I saw the exact same item in this game, just a different name, I was like, "WTF? you can stack those!?" That was a much needed change. Its a bit more OP in DotA than LoL though because of the major lack of DPS some characters have and Radiance makes up hugely for them since all characters in that game have much less dps in comparison to anything in this game.

What I see here is LoL trying to slow down the early game some, as most of the nerfs on champs are to their early game dominance, and to slow down the snowball effect.

I have had a few rare comeback games in LoL, but I must stress that they are RARE. This is because once that tipping point of the balance between the two teams is reached, it is damn hard to recover. More so in 5v5 than in 3v3 games. In DotA I've come back from many a game by just having the team change tactics after a few mistakes are made. In LoL, that's not so feasible. Even changing tactics don't mean squat when the other team in 5 minutes have all jumped on average 3 to 5 levels above your team and accrued 4-6K more gold per person. That is something that can be easily done in LoL.




Liking the changes from a balance perspective for sure. Not sure if Locket was powerful enough to be completely taken out, but oh well.
 
Oct 25, 2006
11,036
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It got buffed and is now 0.05 seconds faster! It was his HP/MP passive that got nerfed a little.

That's the thing. I'm not really complaining about the content of the nerf because it's barely perceptible, but I'm just wondering why they felt the need to nerf him at all.

That ability doesn't even come into effect during anything important at all and it takes a long time to be useful because he doesn't have abilities that synergize well with it.
 

Taejin

Moderator<br>Love & Relationships
Aug 29, 2004
3,270
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Most of the changes were made to address the prevalence of tanky DPS meta emerging in the past few weeks.

Regular high level bans being Malphite, Gragas and etc.

I think Locket was intended as an item for support characters, but people began using it on tanks. It had the unintended effect of making tanks so much tankier, giving them staying power that few characters could match. Again, Gragas is a good example. I'm sure you guys have seen the Spirit Visage/Locket combo on Gragas. Made him incredibly hard to kill...
 

Obsoleet

Platinum Member
Oct 2, 2007
2,181
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Is there a consensus on Trundle? He doesn't seem outrageously awesome but I did great with him in solo queue. I love his survivability and DPS. Probably a buy for me. For amusement only and a boredom breaker.

Finally got to try Mal and Kass, not bad champs but I'm not a huge fan. edit- Actually I think I'd prefer Kass of the 2, as he brings a chase/utility role that no other champ can match.. even if he is melee. I can see how Kass could be amazing if played right. Not sure there aren't better choices for their respective places on a premade tho.

Very pleased with myself that I've finally "mastered" (decent at) jungling, support and AP carry.
It's definitely made me a better player all around to put the effort in, going back to old champs I enjoy I'm even better now. Also, no longer a 1 trick pony and can actually fill in team gaps when other people who didn't put in the time (or care about winning) refuse to. And I can do it enjoying it because I'm not a total joke in that role.
Now I need to learn how to effectively tank, which I've chosen Rammus as the one I'm going to work with to do that. Seems to be a very solid choice that even with major nerfs won't whither on the vine tomorrow because at the core he's an old school tank, the way they should be.
 
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