Stone Ocean
Member
What the fuck is that Malz passive lol
Swain now cripples Decrepify targets?
Did they just Make Swains Q into an AoE? Am I reading that right?
What? She gets free seeds as opposed to a garbage skillshot passive, her plants have more HP as she levels W instead of a measly amount of CDR and her ult turns her plants into machineguns. That's fucking awesome.Well Zyra looks to be even shittier now.
Cass's passive is actually called Snakes Don't Need Boots.
And her W looks pretty insane, now.
What? She gets free seeds as opposed to a garbage skillshot passive, her plants have more HP as she levels W instead of a measly amount of CDR and her ult turns her plants into machineguns. That's fucking awesome.
PBE is updating as we speak, we'll know soon enoughWish they actually showed the smaller changes that they made to some of the other mages instead of just the major ones.
Wish they actually showed the smaller changes that they made to some of the other mages instead of just the major ones.
So every late game Dragon is 5 stack Dragon now. WhoaAfter 35 minutes into the game, all future dragon spawns become Elder Dragon spawns. The Elder Dragon far more difficult to kill than his elemental counterparts, but taking him out grants a powerful burn-over-time on spells and attacks and a buff that is stronger for each elemental stack you have
Scroll over their portraits
Swains Q is now an AoE
Slows and lasers for everyone
Wait wait wait wiat whaaaa
JUNGLE RUMBLE?!
Q DEALS 100% DAMAGE TO MINIONS?!
Minions =/= monstersWait wait wait wiat whaaaa
JUNGLE RUMBLE?!
Q DEALS 100% DAMAGE TO MINIONS?!
fuck rift herald
Meddler said:Hi all,
Most of the mid-season stuff should be on the PBE within the next day or two. As usual it should be pretty easy to identify most of the changes, there are a few things I wanted to call out though since they may not be as easy to spot as the more standard stuff like champion adjustments. Some of this stuff will also be discussed in more detail over the next few days by the developers working specifically on it too.
Jungling XP's getting adjusted. In particular Machete now gives more XP, including the catch up XP if you're lower level than the monsters themselves. That's a change targeted primarily at how safe and effective buddy jungling is in organized play.
Tower damage will now ramp up quicker against champions and will maintain it's ramped state when swapping between multiple champions. Agro juggling during a dive should still be a good play some of the time, but riskier at low levels in particular.
Death timers will be getting reduced somewhat, probably between the 20-30 minute marks primarily. This is a follow up to the 6.7 changes that targeted 30 minute+ death timers, similarly aimed at reducing how punishing one fight can be and keeping a bit less gray screen time.
Boot enchants are getting removed. After making Homeguard a universal effect post 20 minutes we wanted to see how the boot enchant system played out. One of the main consequences has been Alacrity on a lot of champions, which as lead to noticeably higher average movement speeds. That throws off balance on a number of things, skillshots and ground targeted AOEs in particular, so we'd like to get average speeds back to a more appropriate spot. Removing boot enchants, now that the most impactful and significant is always provided, was one of the best ways we identified to do that.
Baron buff duration's going up a bit, in part to draw clear distinctions between it and the Elder Dragon buff (Elder dragon's around half the length, and on a longer respawn timer than normal dragons, so there shouldn't be too many cases of each team taking one of the two and then the game stalling until both are gone).
Minions =/= monsters
Nothing has changed for jungle Rumble
Some bonus changes
I think I'm more impressed that his flames deal normal dmage to minions now.
Now League has 4 elemental dragons just like League-GAF has 4 elemental shit posters.