*** League of Legends ***

probably better than some players...

had a game early someone on MF vs karthus in mid that dies 4 times in 10mins and refuses to switch lanes.

we lost massively but the game lasted around 40mins.... MF ended 0/16/4...
 
Played a couple of games with him yesterday. He seemed ok but is very squishy. I found laning vs other melee to be fine although any kind of ranged champ can annihilate him. I'm getting very disappointed with the new champs, only irelia seems to be remotely worth playing and her ulti sucks. Seems to be a running theme with new ultis.

Irelia looks pretty awesome, considering buying her next as I've got a bunch of spare IP sat there doing nowt :) Her ult doesn't seem too bad though? Decent damage scaling and a significant amount of health regen?
 
New patch is up .Here is the changelog

New Skins in the Store

* Sun Goddess Karma
* Sakura Karma
* Lion Dance Kog’Maw
* Djinn Malzahar


League of Legends v1.0.0.110

Karma, the Enlightened One

* Heavenly Wave: Karma sends forth hidden blades from her fans, dealing magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone based on a % of their missing life.
* Spirit Bond: Karma bonds an ally or enemy creating a beam between them. Allied anchors have increased movement speed and enemy anchors have reduced movement speed. Enemy units that come in contact with the beam take magic damage. Karma strengthens the bond to double the effect of the movement speed modifier.
* Soul Shield: Karma summons a protective shield that absorbs incoming damage. Mantra Bonus: In addition to casting the shield, energy radiates out from the shield dealing damage to enemy units around Karma's target.
* Mantra: Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
* Inner Flame (passive): Karma gains increased Ability Power corresponding to her % of missing Health.


Akali

* Twin Disciplines no longer deals bonus damage to towers


Cassiopeia

* Twin Fang range increased to 700 from 675


Ezreal

* Rising Spell Force now has a particle to indicate the amount of stacks
* Fixed a tooltip bug that stated Ezreal was gaining 15% per stack instead of 10%
* Fixed a bug where some of Ezreal's spells were displaying incorrect text on cast


Galio

* Resolute Smite's area of effect size and projectile speed have been increased slightly


Gragas

* Fixed a bug where Barrel Roll was not properly drawing aggro from towers and monsters


Jax

* Fixed a bug where Jax would lose health while leveling in some instances


Katarina

* Death Lotus
o Base Damage per dagger increased to 50/65/80 from 40/50/60
o Ability power ratio reduced to .25 from .3
o Attack damage ratio reduced to .5 from .55


Miss Fortune

* Fixed a bug where Strut sometimes wouldn't show a particle while active
* Fixed a bug with Bullet Time where it would occasionally scale off of ability power instead of attack damage even though attack damage provided slightly more overall damage


Mordekaiser

* Fixed a bug with Iron Man where the tooltip said it had 5% decay but was actually 3%
* Shield generation increased to 25/27.5/30% from 20/25/30%


Olaf

* Fixed a bug where Undertow could not deal damage to the same target within 1 second of the previous hit


Rammus

* Powerball slow duration reduced to 3 seconds from 4
* Powerball slow percent reduced to 20/25/30/35/40 from 28/36/44/52/60


Renekton

* Cull the Meek
o Cooldown changed to 8 seconds from 12/11/10/9/8
o Base damage increased to 60/90/120/150/180 from 40/70/100/130/160
o Attack Damage ratio increased to 0.8 from 0.6
o Healing reduced to 7.5% from 15% (Fury-enhanced heal unaffected)
o Champion healing increased to 4x from 3x
* Ruthless Predator cooldown reduced to 13/12/11/10/9 from 14/13/12/11/10
* Slice and Dice armor reduction changed to 15/17.5/20/22.5/25% from 10/15/20/25/30
* General
o Health per level increased to 87 from 82
o Base health increased to 513 from 508
o Armor per level increased to 3.8 from 3.2
o Base armor increased to 19 from 17.2
* Fixed a bug where Renekton was gaining bonus attack damage while wounded


Shaco

* Fixed a bug where Deceive could be dodged


Soraka

* Astral Blessing
o Base heal changed to 60/120/180/240/300 from 80/130/180/230/280
o Ability power ratio reduced to 0.9 from 1
o Buff duration reduced to 4 from 9
o Armor buff increased to 20/35/50/65/80 from 15/20/25/30/35
* Removed Innervating Locket from her tips


Teemo

* Move Quick - Ability Rework
o Passive - Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret
o Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit


Vladimir

* Sanguine Pool
o Slow percentage reduced to 40% from 50%
o Slow duration reduced to 1 second from 1.5 seconds
* Tides of Blood health cost reduced to 30/40/50/60/70 from 30/45/60/75/90
* Fixed a bug where Vladimir would lose health when leveling in some instances


Items

* Boots of Speed now shows Ionian Boots of Lucidity as a build option instead of Ninja Tabi
* Doran's Shield
o Cost increased to 475 from 435
o Armor increased to 9 from 8
o Health regen per 5 seconds increased to 10 from 8
* Doran's Blade
o Cost increased to 475 from 435
o Damage increased to 9 from 8
* Doran's Ring
o Cost increased to 475 from 435
o Mana regen per 5 seconds increased to 5 from 4
* Last Whisper cost increased to 2290 from 2090
* Fixed a bug with Lich Bane where the cost was inadvertently increased and the mana gain lowered
* Rabadon's Deathcap cost increased to 3600 from 3400


Summoner Spells

* Rally
o Fixed a bug where Rally provided ability power whether or not you had the mastery
o Fixed a bug where Rally was granting less ability power and attack damage than it stated
o Each unit now gains ability power and attack damage based on the caster's level, rather than each individual unit's level


Masteries

* Strength of Spirit mana to health regeneration converted reduced by about 33% and clarified the tooltip to show that it was regeneration per 5 seconds
* Meditation mana regeneration reduced by 40%
* Veteran's Scars health reduced to 12/24/36/48 from 15/30/45/60


Runes

* Clarity Runes reduced in effectiveness by about 33%
* Quintessences of Fortitude reduced in effectiveness by about 20%


General

* Fixed several spells that did not preload properly, causing a delay the first time used in game
* Adjusted many champions' PVP.net attack, defense, spell, and difficulty ratings
* Removed many PVP.net tags (like heal, stun, and pet) and made the remaining tags more accurate
* Updated many Champion's recommended item lists
* All Champions with mana had their base mana regeneration increased by 2.5 mana per 5 seconds and mana regeneration per 5 seconds per level increased by 0.2
* Dragon is now immune to disables
 
no major changes i dont think. new champ seems good, need to see more good players with her though. her speed buff is really nice.

renekton buffs are good, hes actually usuable now. most succesful players seem to be building pure tank, but again will have to wait and see what comes out of it.

nice to see ezreal get some nice buffs... on his tool tips :p. dorans changes haven't affected me much, just means you need to be more careful. mana regen changes i actually like, it really benefits the champs that use mana but don't really spam eg. all melee with mana pretty much.

teemo changes are nice for him, he kites like a beast now.
 
no major changes i dont think. new champ seems good, need to see more good players with her though. her speed buff is really nice.

renekton buffs are good, hes actually usuable now. most succesful players seem to be building pure tank, but again will have to wait and see what comes out of it.

nice to see ezreal get some nice buffs... on his tool tips :p. dorans changes haven't affected me much, just means you need to be more careful. mana regen changes i actually like, it really benefits the champs that use mana but don't really spam eg. all melee with mana pretty much.

teemo changes are nice for him, he kites like a beast now.

Yeah i can imagine teemo being a right pain in the ass now if he goes mid and levels up he will be a gank master with boots of mobility flying everywhere lol.
I think the dorans change seemed to shake it up a bit early game i found without people having potion as well.I could hang in the lane longer with my blade as twitch and could push the lane until they returned by which time i was nearly fully healed and ready to go again but with a bit of extra gold over my opponent.
Did same again and pushed him back so he returned to base and i went and got a few items and was always ahead of him in my build so had the advantage over him.
Was only 1 game but looked good.Time will tell though :)
 
Yeah I noticed Mordekaiser's recommended items had changed a little earlier when I looked (although in the dps rather than tanking direction), which threw me as I hadn't seen the notes and wasn't sure if they'd changed his mechanics.

Been playing this a bit the last week, and since I started playing Morde more like a tank with some dps, than a dps with some tank capability, I seem to have been a fair bit more successful. He's too flimsy, especially early game, but he doesn't half make up for it endgame if you can fully kit him up with Frozen Mallet, Warmog's etc..., 6k hp no issue.

Wish they'd given another slight nerf to Tryndamere though. He's still, even with endless rage down to 5 seconds, the only character I've seen do some of the things I've seen him do. His complete invulnerability just makes him too OP if no one can stun him, especially as by endgame he's usually built to hit like a brick s***house, and pretty fast at that (both movement and attack speed), so his DPS goes through the roof.
 
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the thing is, trynd is a hard carry. he sucks all the way till late late game where he can literally kill you by breathing on you but games rarely last that long..

as long as someone competent is on your team, you will be fine. focus him then stun... bye bye trynd. also, the number 1 counter for trynd is exhaust, the new exhaust shuts him down 100%. 3 of the 5 seconds of 70% reduced damage destroys him.. he needs his last few seconds to escape or its a suicide mission. good trynds will run cleanse though to counter the disables but in its current state will not remove exhaust.

the truth is though, trynd SUCKS in lane. if you can't harass him and starve him of gold, then there is something wrong with your lane setup. his heal will not even cover auto attack harass you can lay down on him.
 
Quite happy with the latest patch, there is still more work that needs to be done, but the patch hasn't really done anything particularly bad.

The changes to Doran's items isn't great, it makes the blade pretty useless and I do miss the HP pot. The mp rune changes are an improvement though, not sure they needed to nerf the HP Quint a little though.
 
the thing is, trynd is a hard carry. he sucks all the way till late late game where he can literally kill you by breathing on you but games rarely last that long..

Be that as it may, if you're playing a pickup group, and no one has a stun, you're still pretty royally screwed.

It might be a case that it takes him to late late game to get like this, but it happens frequently in 5v5 that he gets completely OP by the end. No stun and your game is basically over once he's kitted out.

Tis a hard balancing act!
 
if you're in a team of 5 with no CC, you're most likely gonna lose to anyone lol :p

just remember to screw trynd all the way from early game to mid. he is really an awful laner, he is a squishy melee champ who is built around last hits. he needs those last hits to heal and to farm... you can bully him and make him useless, whilst denying them and free farming yourself.

i haven't seen a trynd carry in a very long time, and not even a remotely useful one since the exhaust change.

i know what you mean about pugs though, some people just dont know what thier spells are for and treat everything as dps
 
the most wonderful thing just happened.

enemy team tried a first blood gank and were succesful , lol next bit is unbelievable while they are ganking the second person who was at the bottom lane the rest of our team finally arrive and lol rhyze gets 4 killing blows !

the game is only 2minutes in and rhyze has 4 kills lol.

never seen anything like it before and ive played hundreds of games! must be the worst succesful first blood attempt ever
 
the most wonderful thing just happened.

enemy team tried a first blood gank and were succesful , lol next bit is unbelievable while they are ganking the second person who was at the bottom lane the rest of our team finally arrive and lol rhyze gets 4 killing blows !

the game is only 2minutes in and rhyze has 4 kills lol.

never seen anything like it before and ive played hundreds of games! must be the worst succesful first blood attempt ever

Wow nice start for Ryze bet he had loads of gold lol
 
Are any of you lot going to be playing tonight. Given some of the stuff I read in this thread, I feel like a right noob and would probably learn a lot playing with you guys :D

(my tag name is tyranuus ingame)
 
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Finally found a champion I really enjoy playing. ANIVIA! She had great burst dps and good support. Played through many champions before, playing with them around 10-20 matches and then I get bored and move on but she's one I hope to stick with.
 
Wish they'd given another slight nerf to Tryndamere though. He's still, even with endless rage down to 5 seconds, the only character I've seen do some of the things I've seen him do. His complete invulnerability just makes him too OP if no one can stun him, especially as by endgame he's usually built to hit like a brick s***house, and pretty fast at that (both movement and attack speed), so his DPS goes through the roof.

Heh i have recently started playing Tryndamere and am definitely loving it, last night was the first time ive managed to do more than break even. It is true that any ranged champions in lane and he is in big trouble but if you play defensive for for the first few levels, fight by your tower, hopefully have a lane mate with some stuns or even better someone like blitz who can pull people to you and your laughing. By the end of the game i was critting pretty much 80% of the time for about 1000 damage pretty damn often so yes he can kill all but the biggest of tanks in a few seconds.. i think i ended the game on the loosing team with a score of 23-8 or something along those lines (the day other players learn to play defensive when loosing will be a glorious day)
 
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