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League of Legends |OT10| Botlane Was A Mistake, It's Nothing But Thresh

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nbraun80

Member
hmm one trend i noticed is there will be lots of items now with cdr, almost too much cdr. up to 30 on ER, 10 yomous,10 trinity,20 BC, 10 death's dance, and 10 warrior, and those are just ad items, not to mention things like 20 FH, 10 Locket, or 10 SV you might need. wonder if they'll get rid of cdr masteries with all this cdr floating around.

Also kinda sad to see sheen have no AP, and trinity lose its ap too. But I guess we desperately needed more cdr instead. :/
 

HowZatOZ

Banned
Holy shit there are lot of changes announced. Can't wait to see how Rift Herald influences the game, though I fear it may boil down to jungler being greedy and taking buff while top is pulled out of lane to help.
 

Tizoc

Member
Not sure whats confusing about this? Casting his ult shouldn't cancel stealth until he attacks, and they've been standardizing most ults down to 100 mana.

Did I misread it then? I thought it meant his attacks won't remove him from stealth :p

But man all these new item changes are sorta Doto level or something?
 

nbraun80

Member
Did I misread it then? I thought it meant his attacks won't remove him from stealth :p

But man all these new item changes are sorta Doto level or something?

yeah it says can 'cast' R, meaning press the R button and it won't knock him out of stealth, autoing will still do so.
 
just went against a team that had a blitz, darius, ekko, and nocturne in my gold 1 promos part 2 electric boogaloo

please help i can only peel so much

my lategame teamfighting is fucking garbage, man. i dont know how to get better. once i blow all my cooldowns and the fight keeps going i just feel lost.

thats why ive been playing adc so much i guess i know what to do in teamfights. just right click.
 
wat champ were u playing

braum. i feel like teamfights were getting too spread out.

our comp was odd as shit, too. Hec jg, lb top, varus mid, cait ADC with AP runes/masteries vs. blitz noc mid ekko jg darius top graves adc.

so my goal was basically dont fight wthout exhaust, exh the noc when he went on cait/varus, and try to get my ult on their backline.
 

Kenai

Member
braum. i feel like teamfights were getting too spread out.

our comp was odd as shit, too. Hec jg, lb top, varus mid, cait ADC with AP runes/masteries vs. blitz noc mid ekko jg darius top graves adc.

so my goal was basically dont fight wthout exhaust, exh the noc when he went on cait/varus, and try to get my ult on their backline.

That sounds fine? Proc your passive on anything you can and use your CDs as they come up. Can't think of much else to do.

This Mundo holy shit.

I watched that, all of you were on him for like 30 seconds. It was hilarious.
 
Amusing seeing HaloGAF melting down about placement games. They don't even know.

the h5 ranked system is like exactly the same as league's. I haven't played halo in any serious way since 3 but that system plus Breakout makes me almost want to buy an xbone and get back into it.

sorry to tell u man but that team is uncarriable.

yeah the cait just did like no damage, which assume was the problem. We were doing decent in some midgame teamfights off of varus/braum wombos but once they got tanky it was kinda over.
 

kenbo

Member
I like the look of this.
A1X9Uzd.png

:)

until you realise its perfect for yasuo

@riotcosty: CLARITY
I really hope the Keystone Masteries appear as a mouseover buff on enemies because you really dont want to be surprised when some of these happen...
 

Leezard

Member
New S6 Masteries found

http://ddragon.leagueoflegends.com/cdn/5.22.1/data/en_US/mastery.json

The following are the new **Keystone Masteries** mentioned in the Preseason 2016 preview. (Keep in mind you can only have one Keystone Mastery.)

**Defensive Keystone Masteries:**

* [Bond of Stone](http://i.imgur.com/55UkMOn.png): +4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from champions is dealt to you instead (cannot reduce you below 15% Health)


* [Grasp of the Undying](http://i.imgur.com/ylhM1fk.png): Every 4 seconds in combat your next attack against an enemy champion steals life equal to 3% of your max Health (halved for ranged champions).


* [Strength of the Ages](http://i.imgur.com/gSdAKI9.png): Siege minions and large monsters that you or nearby allies kill grant you 20 and 10 permanent Health respectively (300 max). After reaching the max bonus further nearby Siege minion kills restore 100 Health.


**Utility Keystone Masteries:**

* [Windspeaker's Blessing](http://i.imgur.com/F2xEX52.png): Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target's resistances by 15% for 3 seconds when used on an ally other than yourself.

* [Thunderlord's Decree](http://i.imgur.com/5pVoZRB.png): Your 3rd attack or spell on an enemy champion shocks the area around them, dealing 10 damage per level plus 20% of your Bonus Attack Damage and 10% of your Ability Power as Magic damage to enemies in the area (30 second cooldown).


* [Stormraider's Surge](http://i.imgur.com/5AJnRoV.png): Dealing 30% of a champion's max Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown)


**Offensive Keystone Masteries:**

* [Deathfire Touch](http://i.imgur.com/fkSUFKc.png): Your damaging abilities cause enemy champions to take 6 + 50% of your Bonus Attack Damage and 20% of your Ability Power in Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).


* [Warlord's Bloodlust](http://i.imgur.com/A1X9Uzd.png): Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown).


* [Fervor of Battle](http://i.imgur.com/vL7z5xv.png): Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.



The following aren't the new Keystone masteries, but the tier 1 and tier 2 masteries mentioned in the preseason overview.

**Defensive Tier 1:**

* Recovery: +0.4/0.8/1.2/1.6/2.0 Health Regen per 5 seconds

* Unyielding: +1.2%/2.4%/3.6%/4.8%/6% Bonus Armor and Magic Resist

* Tough Skin: You take 2 less damage from Champion and Monster basic attacks.

* [Explorer](http://i.imgur.com/3ZOwlcz.png): +12 Movement Speed in Brush and River

* Runic Armor: +1.6%/3.2%/4.8%/6.4%/8% bonus to all shields and healing on you (includes lifesteal and regeneration).

**Defensive Tier 2:**

* Veteran's Scars: +1.2%/2.4%/3.6%/4.8%/6% Bonus Health

* Insight: Your summoner spells have 15% reduced cooldown.

* Perseverance: +50% Health Regen, increased to +200% when below 20% Health

* Swiftness: +3%/6%/9%/12%/15% Tenacity and Slow Resist

* Legendary Guardian: +0.4/0.8/1.2/1.6/2.0 Armor and Magic Resist for each nearby enemy champion

**Utility Tier 1:**

* Wanderer: +0.6%/1.2%/1.8%/2.4%/3% Movement Speed out of Combat

* Savagery: Basic attacks and single target spells deal 1/2/3/4/5 bonus damage to minions and monsters

* Runic Affinity: Buffs granted by jungle monsters last 15% longer, including Epic Monsters and River Shrine.

* Secret Stash: Your potions, flasks, and elixirs last 10% longer. Additionally, your potions are replaced with biscuits that restore 20 Health and 10 Mana instantly upon consumption.

* Merciless: Deal 1/2/3/4/5% increased damage to champions below 40% health

**Utility Tier 2:**

* Meditation: Once every 5 seconds, regenerate 0.3%/0.6%/0.9%/1.2%/1.5% of your missing Mana.

* Bandit: Gain 1 gold for each nearby minions killed by allied champions. Gain an additional 3 gold (or 10 if you're melee) when hitting an enemy champion with a basic attack (Cannot occur more than once every 5 seconds).

* Dangerous Game: Champion kills and assists restore 5% of your missing Health and Mana.

* Precision: Gain 0.6/1.2/1.8/2.4/3 + 0.06/.12/.18/.24/.3 per level Armor and Magic Penetration.

* [Intelligence](http://i.imgur.com/uKpro7w.png): Your Cooldown Reduction cap is increased by 5%, gain 5% Cooldown Reduction.

**Offensive Tier 1:**

* Fury: +0.8/1.6/2.4/3.2/4% Attack Speed

* game_mastery_displayname_6112: +0.4/0.8/1.2/1.6/2.0% increased Ability and Spell damage

* Double Edged Sword: Melee- Deal an additional 3% damage, take an additional 1.5% damage. Ranged- Deal and take an additional 2% damage.

* Feast: Killing a unit restores 20 Health (20 second cooldown)

* Vampirism: +0.5/1.0/1.5/2.0/2.5% Lifesteal and Spell Vamp

**Offensive Tier 2:**

* Natural Talent: +2/4/6/8/10 Attack Damage and +3/6/9/12/15 Ability Power and Level 18

* [Bounty Hunter](http://i.imgur.com/r4CixbF.png): You deal 1% increased damage for each unique enemy champion you kill.

* Oppressor: You deal 2.5% increased damage to targets with impaired movement (slow, stun, snare, taunt, etc.)

* Battering Blows: +1.4/2.8/4.2/5.6/7% Armor Penetration

* Piercing Thoughts: +1.4/2.8/4.2/5.6/7% Magic Penetration

Finished formatting, Let me know if you see any mistakes!


https://www.reddit.com/r/leagueoflegends/comments/3qo4r8/new_s6_masteries_found/
The mastery that increases cdr cap sounds great. The utility tree sounds great.


Edit: looking at items, frostfang buff sounds great.
 

ChrisD

Member
The Utility Keystone Mastery that buffs heals/shields. I want it. I want it now.


Omg, 45% CDR as well? And Wanderer as a Tier 1 Mastery? This sounds so fun on paper!
 

Strength of the Ages is the best defensive stone.
For Utility....they're all useful for different roles.
For Offensive...Warlords Bloodlust is probably going to be best for ADCs. Fervor of Battle for....Tankish AD. Deathfire Touch for mages obviously, although ADCs might have some use for it.

They need to work on the defensive keystones.
 
10% on regular spells and 10% on summoner spells it seems.

Loses 5%, but the 10% for summoners, especially if you pick up the upgrade that reduces certain summoners(Unless they remove that)..

This preseason seems to be the biggest change to the game(For the better) in its history. They seem to be taking queues from DotA and HotS in terms of making, the ADCs so far, feel completely unique from each other and with some wild ideas.

I like.
 
until you realise its perfect for yasuo

@riotcosty: CLARITY
I really hope the Keystone Masteries appear as a mouseover buff on enemies because you really dont want to be surprised when some of these happen...

What if your keystone mastery was shown beside summoner spells on the scoreboard etc?
 

Leezard

Member
I wonder how point distribution will go now that you'll only need to put 18 points in a tree to have a tier 3 mastery; Variations of 6/6/18, perhaps?
For most supports I think 0/12/18 is the go to distribution. The second tier defensive mastery choice is catered to supports with the 15% summoner spell cdr.

Low tier Offensive masteries give percentage increases so I don't see supports grabbing them if they're not going even deeper in the tree.

In general I think the new masteries are much easier to understand than the old ones. The choice is streamlined and should let new players understand their choices more easily than the old ones. The key stones are the most interesting addition.
 
18/12/0 sounds great for ADCs, so much sustain and more summoner usage

I'm gonna miss Dangerous Game though, why did that have to be a tier 2 utility mastery
 

Leezard

Member
I'm a bit torn on whether to go for the damage or heal key stone on Nami. Probably damage, but it might be matchup dependent.
 
I'm a bit torn on whether to go for the damage or heal key stone on Nami. Probably damage, but it might be matchup dependent.
I wonder how the AoE damage will interact with Nami's E. Probably not at all but having two procs on 3 autos would be hilariously broken
 
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