You have some broken code near Lulu, Wayne ;)
Anyways as per usual by far most of it has already been integrated to the MOBAFire DataBase, enjoy!
Anyways as per usual by far most of it has already been integrated to the MOBAFire DataBase, enjoy!
DuffTime wrote:
ok ok plz carry me omg
i was only waiting for you to ask
Temzilla wrote:
Too hot to be icecream.
Luther3000 wrote:
He looks like a hair gel advert on legs
Toshabi wrote:
Icecreamy, with hair as slick and smooth as the ocean waves of Cocobana
Bioalchemist wrote:
kat op now.
No, not really.
Lucian Q change is a gigantic nerf. Since I constantly click back and forth between each CS, his Q will literally never hit me even if I didn't pay attention.
yeah her ult doing 750 damage + 250% her ap is weak especially with a reduced cooldown and no cast delay.
hmm well if you say so about lucian...if it is indeed a massive nerf like you say than good deal. he needed a nerf...he is just too strong right now.............
hmm well if you say so about lucian...if it is indeed a massive nerf like you say than good deal. he needed a nerf...he is just too strong right now.............
Thanks to jhoijhoi for my signature!
Bioalchemist wrote:
yeah her ult doing 750 damage + 250% her ap is weak especially with a reduced cooldown and no cast delay.
And she brings nothing to the team except unreliable AoE damage and is shut down by any sort of CC. The only thing she's good at is cleanup and your team must successfully not get exploded in a 4v5 for that to happen.
She also basically loses lane to every single mid ever.
I wouldn't call Katarina OP, but the buff definitely made her considerably stronger than before. I think I'm going to be building Gunblade again from now on. The extended ult duration + increased damage makes the slow from Hextech stronger, and they also buffed the AD ratio more than they did the AP ratio.
I don't know for sure yet, but I built Gunblade in my last few games and I felt super strong.
I don't know for sure yet, but I built Gunblade in my last few games and I felt super strong.
You need to log in before commenting.
BY RIOT PWYFF
- Game Menus
- League System
- Revamped Champion Trade System
- In-Game Options Menu
- Skins
Due to some of the changes made this patch, using 3rd party applications has a higher risk of crashing your game. If your game is crashing, please try updating or uninstalling any applications you use alongside League of Legends. Now back to our regularly scheduled patch note programming...
General
Skillshots
Context: Skillshot missiles fired from brush or the fog of war sometimes don't register on the receiving player's screen until they've landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they're being attacked.
Champions
Jinx
Jinx, the Loose Cannon, is in this build but will be turned on at a later date.
Cassiopeia
Context: The cost of Cassiopeia's Petrifying Gaze is too damn high. To remedy this, we've reduced its mana cost at all levels to bring it more in line with other ultimate abilities.
Petrifying Gaze
Garen
General
Katarina
Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We've increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina's overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.
Context: We wanted to re-focus more power and gameplay into Katarina's Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.
Death Lotus
Lucian
Summary: Piercing Light's hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.
Context: Lucian's Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we've added a leading mechanic to Lucian's Piercing Light. This means that if the target just keeps moving - oblivious to the ability being cast - Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who've got their eye out for incoming abilities.
Finally, a bug in Lucian's passive meant that Lightslinger's second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian's target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian's last hitting or accidentally hitting a champion under the tower.
General
Lightslinger
Piercing Light
Olaf
Summary: Olaf's kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we've given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf's attack speed and grants bonus healing based on Olaf's missing health . Next up is Reckless Swing. We've reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we've added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok's crowd control immunity has been retained.
Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we'll closely monitor how he performs over the coming days and weeks.
General
Undertow
Tough It Out
Reckless Swing
Ragnarok
Ryze
Summary: We've improved the responsiveness of Ryze's basic attacks. Additionally, we've increased his base movement speed along with Desperate Power's movement speed bonus.
Context: We like Ryze's current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.
General
Desperate Power
Shen
Summary: Previously, Shen's Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We've altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.
Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win's trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus' basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen's taunted enemies.
Shadow Dash
Thresh
Summary: We've extended Death Sentence's standard cooldown, but added a mechanic that reduces the skill's overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he'll need to deliberately stop attacking in order for it to start "winding up" again.
Context: Thresh's laning phase can be overbearing when played correctly. We're making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive "wind up" damage was growing even in between Thresh's auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay's passive even when constantly auto attacking.
Death Sentence
Flay
Minor Changes & Bug Fixes
Heimerdinger
H-28G Evolution Turret
Karthus
Requiem
Nidalee
Takedown
Teemo
General
Yorick
General
Items
Phage
Trinity Force
Spirit of the Elder Lizard
Maps & Game Modes
Summoner's Rift
Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.
Twisted Treeline and Crystal Scar
The following changes are for Twisted Treeline and Crystal Scar only
Moonflair Spellblade
Kayle
Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.
Twisted Treeline
The following changes are for Twisted Treeline only
Cassiopeia
Context: Cassiopeia's bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.
Lulu
Context: We liked the Crystal Scar changes we made to Lulu's ult in patch 3.11, and are extending Wild Growth's cooldown changes to Twisted Treeline, too
Tryndamere
Context: Tryndamere went and spun himself right into our cooldown nerf machine! We've increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT's smaller map.
Wukong
Context: We're extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.
Co-op vs. AI
Zyra
Basic Tutorial
Game Menus
League System
Revamped Trade System
Summary: We've rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.
Bug Fixes
The following bugs with the trade system have been fixed:
In-Game Options Menu
Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).
Hotkeys
Interface
Video
Skins
Spirit Guard Udyr