was trying to get vagrant story to work on emulator last week
impossible ;_;
I take back what I said about mid. T_T
Keep trying Zky ;_;
was trying to get vagrant story to work on emulator last week
impossible ;_;
That will nice to have some change at the start of the game.the base item is a refillable potion for 150 gold with 2 charges
that can be upgraded into the jungle potion or a different potion which gives more mana sustain and (pretty sure this is the case, haven't seen numbers) will make your spells hit harder in some form.
have fun!
How soon can we expect the next season to start? It never starts before the new year, does it?
I just hope Jayce gets some love.
How soon can we expect the next season to start? It never starts before the new year, does it?
i feel like most ranged mids don't need flask thoYou're no bueno
make it ranged only easy peasy
i kind of gave up. i'd play it if still had my ps2, it's one of those games i've started over like 5 times and could never really get into, but i know one day i'll just work out in my headI take back what I said about mid. T_T
Keep trying Zky ;_;
rito repertoir said pbe was scheduled for tonight, so hopefully
at least i want to see new dorans ring lol ;_;
whats the flask for lane tho
cos if that's the same price i guess u can start with that midlane
tho i'm kind of glad they're nerfing flask, you should be able to poke melee champions out mid
I'm down with some Jayce lovin, but I don't think there's anything really bad about him now.
i imagine it'll be like 150g+350g for the upgrade so in lanes u just start with thatitll probably cost asmuch as the other starting items
itll make your next auto put a dot on the enemy
Pretty sure I'm gonna take a break for a while after the season and let everyone beta test all this stuff then just tell me what to do next year. I don't have the energy for this lol
Junglers will have a few options. Starting gold's 500, Hunter's Machete costs 350g (as does Hunter's Talisman, an alternate jungle starting item that gives mana and health regen instead of damage on hit and lifesteal).
they willI'm going to laugh if machete and talisman just build into the same thing/s.
I'm going to be very surprised if they don't.
Varus
R - Chain of Corruption
Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion.
Rooted targets gain 3 stacks of [W] Blight over the duration of the root.
Damage 150 / 250 / 350 -> 100 / 175 / 250
Its late 2013 all over again.Here we go again...
I'm going to laugh if machete and talisman just build into the same thing/s.
I'm going to be very surprised if they don't.
Hey guys, Graves is getting some big changes this patch and we're eager to get your feedback on the current direction. Here's a summary of the major changes:
Base Stats
Attack range reduced to 425
Graves' base stats have been adjusted to be similar to a melee champion
P -- New "Destiny"
1. Graves attack is a cone of 4 bullets whose AD ratio scales up by 33% over game time. The first bullet does 0.75-1.1 tAD (by level); extra bullets deal 33% of that. Each bullet can apply On Hit Effects, but only once per target. Graves crits fire more bullets (8 normally, 10 with Infinity Edge), empowering him at close range to burst a target and long range to deal AoE damage.
2. Graves stores two bullets at any time. After using them, he must reload. Reload has a longer delay and is reduced only slightly by attack speed. Graves time between attacks otherwise is reduced dramatically by attack speed.
4. Unlike other basic attacks, Graves bullets hit the first unit they collide with.
Q - New "End of the Line"
Graves' basic attack is extremely potent, but he needed a tool to keep ranged opponents from running straight away from him and melee from running straight at him. This is where Graves' new Q, End of the Line shines:
Fires a powder round, dealing low damage in a line before landing on the ground
After ~1 second, this will detonate, dealing high damage along the line from which it fired and in both directions perpendicular to that line.
If the powder round strikes a wall, this detonation is immediate
W
Smoke Screen is an extremely powerful ability. It's hard to appreciate that power partially because you cannot know how much vision it's actually restricting.
Enemies inside Smoke Screen cannot see out, for any reason.
Cooldown increased (20/19/18/17/16 >> 26/24/22/20/18).
Now only slows briefly on impact.
E
Graves needs a lot more defenses to function at the 200-400 range window he now occupies. Quickdraw now gives True Grit's bonus on cast. If you can stretch a fight out, you can stack True Grit up to pretty monumental proportions, making Graves king in long, messy skirmishes.
No longer grants AS. Instead, resets Graves AA and gives him 1 shell.
Now grants True Grit (Armor/MR) for 4 seconds. This bonus is extended by striking a non-minion with a basic attack and can be stacked if sustained long enough to reactivate E.
Speaking of reactivating E -- Es cooldown is reduced by less from autoattacks, but each bullet can trigger this effect.
R
With a closer range pattern, Graves was getting into a lot of sticky situations. To help him deal with that, Collateral Damage now knocks Graves back substantially, creating a potential escape spell for Graves in exigent circumstances. Offensively it incentivizes execute usage over Live's more fire-and-forget R.
What's the point of all these changes?
Graves wields an epic-size shotgun. He should feel like he is a classic shotgun figure, with particular emphasis on devastating close range damage.
Graves has struggled for years with being either strictly better or strictly worse than his peer marksmen (Lucian and Corki, for example). Instead of trying to push Graves and Lucian apart, we decided to flesh out Graves' character fantasy to such an extent that he would never feel like a different version of another champion.
Strategically, Graves is empowered against close range opponents, particularly beefy divers who want to get up close and personal with him. He's effective at neutralizing them at the cost of sometimes struggling to output sustained damage against flighty longer range opponents. This makes him the perfect marksman for your team when the enemy _will _engage on you due to having better initiation tools than you have disengage.
gypsylord said:For me (and I admit I'm very biased) I'm super excited for the usability improvements we've made to the mastery system. Keystones? yeah those are cool. Not hating life when you have to interact with the mastery pages in champs select? Freaking awesome
new client hype
u literally told me u were hyped for the new client like 2 days ago -__-nope
not gonna happen
he means they made it easier to put in points because each mastery is worth 3 points now
nice lateral problem solving riot! makes decision making more valuable WHILST speeding up mastery allocating
genius
at least i want to see new dorans ring lol ;_;
omfg give me that phantom dancer on irelia
regen got changed to % base regen instead of flatDoesn't look like it changed much, swapped 3 mp5 for 50% mana regen.
but yea feels like mids are gonna just watch everyone else go nuts. not having to run tp every game is gonna be nice tho
Q: The storing two bullets at a time part of the passive is confusing, does this mean that graves can only attack when he has shells? Also is graves Q functioning like a velkoz Q?
A: Correct. You can't fire your shotgun without ammo.
I just don't want you to be disappointednot me
nothing changed for me
u literally told me u were hyped for the new client like 2 days ago -__-
Wtf was that sion building,might be the first time i carried a game
Wtf was that sion building,