^ Not so sure about that. They made the
Taste Their Fear upgrade stronger, but the
Void Spike damage went down as well as the ability to use it during
Leap. Overall, his poke should be a lot weaker and he will have to actually commit to a fight to deal damage. As squishy as he is, that might be troublesome.



not really buff but nerf imo.
The upside is it's now cost lower mana, but then people buy
Muramana on him anyway so this is only noticeable early inb4
Tear of the Goddess.
AD conversion increase by .1 is kinda meh
It no longer proc
Unseen Threat which is still 5% more slow than it will be and more damage than that increase .1 in AD.
The upside is it's now cost lower mana, but then people buy


AD conversion increase by .1 is kinda meh
It no longer proc

So they slightly nerf Sona and do nothing about Thresh? -_-
Wriggles lost its charm too imo. The randomness made it awesome for stealing/preventing stealing and I think the cost is way too high now. No use in upgrading that madred's anymore, I can get 5 wards that last twice as long for that, and there are better lifesteal items. Slow change is also very nice for those small aoe slows. It can't zone, and if you manage to hit it directly the slow is gone after .25secs, if not less.
I also don't get why the nameplate should be drawn last. I'm actually more interested in hp and mana.
Yeah, jungle's late is terrible because farming the jungle is a lot harder now. Hey, let's also **** up their early and make sure that if they go gank some lanes their wolves get up earlier so they can be easily stolen too or make junglers spend more time hopelessly farming instead of ganking! And while we're at it, let's decrease the power of all the jungle items and make sure laners can get better starting items so they can survive early ganks more easily!
What a patch ;_;
Wriggles lost its charm too imo. The randomness made it awesome for stealing/preventing stealing and I think the cost is way too high now. No use in upgrading that madred's anymore, I can get 5 wards that last twice as long for that, and there are better lifesteal items. Slow change is also very nice for those small aoe slows. It can't zone, and if you manage to hit it directly the slow is gone after .25secs, if not less.
I also don't get why the nameplate should be drawn last. I'm actually more interested in hp and mana.
Yeah, jungle's late is terrible because farming the jungle is a lot harder now. Hey, let's also **** up their early and make sure that if they go gank some lanes their wolves get up earlier so they can be easily stolen too or make junglers spend more time hopelessly farming instead of ganking! And while we're at it, let's decrease the power of all the jungle items and make sure laners can get better starting items so they can survive early ganks more easily!
What a patch ;_;
********'s a pretty good fertilizer
^ Something that is random is awesome for stealing or preventing a steal? What, because you can rely on it to maybe give you a proc? That doesn't make sense. With this change, you won't have to worry about not getting procs in a game because of bad luck (in which case you might end up being low health for no good reason and you won't be able to gank). You also wont randomly steal blue buff from your mid laner anymore because of a proc. This is a change that was very much needed.
The ward duration may be short, but so is the cooldown. I'm not sure how it'll work out, but it's not necessarily a terrible change. The 100 bonus damage on jungle creeps (instead of 60), increased AD and Lifesteal also make it a very interesting choice for offensive junglers who auto attack a lot.
Why would farming be harder now? And if it is, how can your wolves be "easily stolen", wouldn't the enemy jungler struggle with farming too?
I mean, sure, your camps spawn a bit late, but two of them will respawn more often while the blue and red buff will both get a huge increase on experience gained to compensate for not being able to start at wolves/wraiths. Also, keep in mind that with bot lane's ability to clear golems before going to lane, this was once again a much needed change.
And finally, as for starting items, Riot admitted earlier they pretty much screwed over laners by nerfing the
Elixir of Fortitude start as well as limiting the amount of
Health Potions at any point in the game to 5, which made it a lot harder to find item starts that included having a ward. Now they're giving laners a few more options (such as
Boots + 2x
Health Potion + Sight Ward), as they promised they would.
I'm sorry, but your post makes no sense at all to me.
The ward duration may be short, but so is the cooldown. I'm not sure how it'll work out, but it's not necessarily a terrible change. The 100 bonus damage on jungle creeps (instead of 60), increased AD and Lifesteal also make it a very interesting choice for offensive junglers who auto attack a lot.
Why would farming be harder now? And if it is, how can your wolves be "easily stolen", wouldn't the enemy jungler struggle with farming too?
I mean, sure, your camps spawn a bit late, but two of them will respawn more often while the blue and red buff will both get a huge increase on experience gained to compensate for not being able to start at wolves/wraiths. Also, keep in mind that with bot lane's ability to clear golems before going to lane, this was once again a much needed change.
And finally, as for starting items, Riot admitted earlier they pretty much screwed over laners by nerfing the




I'm sorry, but your post makes no sense at all to me.
looks like a nice patch. pretty much a buff to junglers with improved % bonus damage to creeps from jungle items and the new wriggles is actually worth buying maybe. also i love the changes to wits end and that now
Skarner ult is now more reliable when interacting with a flashing opponent. the new on hit items help with heros that scale better with attack speed than flat ad like
Skarner and
Udyr. plus aatrox <3 looks to be a good patch heck they didn't even nerf kha zix as hard as i was scared they would ^_^



Do you think the Doran's change will make Doran's Ring starts competitive? Personally, I doubt I'll take it because I enjoy the wards and sustain afforded by flask or faerie charm starts. Even if I sometimes forget to place the wards ;_;
Latest Legend wrote:
So they slightly nerf Sona and do nothing about Thresh? -_-
He can't Q Flash anymore. That's a pretty big nerf even if they're calling it a bug fix.
Luther3000 wrote:
He can't Q Flash anymore. That's a pretty big nerf even if they're calling it a bug fix.
Big nerf? He will still dominate every lane solely. Sure it's a nerf, but they are nerfing wrong things about him. Q-Flash was actually a really interesting and high risk-high reward mechanic, I've no idea why would they remove that instead of nerfing lantern.
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