Pink wards have 4 HP now because why not
No more Jhin traps
They actually probably did this for Jhin.
Stacking. So you could have one fire, one water and one earth buff. Or two fire. Or three air.
In any given game only three of the elemental types will ever spawn as well, both to create more cases of multiple stacks of a buff and to give some degree of predictability to the system (once you've seen three types you know the fourth isn't coming).
So stacking the same buff won't be that rare after all
I don't get it. Why only three elements. I see they say giving a degree of predictability, but I don't know... I don't understand that reasoning?
That's what I said
Holy shit I didn't notice that lol
Malz's new splash is so good it's stupid
Rageblade works on ranged as well, the stacking change is that melee also needs to stack 6 times as opposed to getting 2 stacks per attack like before.
ok i might put off leveling a new account tonight if enough people are around to jump on the PBE and play around 10pm PST tonight
Tooltip is wrongAre you sure? I mean why would they bother listing that in the tooltip at all then? I mean I know as you said it used to be 2 stacks per (meaning only 4 attacks), but if both melee and ranged are single stacks, doesn't seem necessary to point out melee being single stacks now in the tooltip.
http://boards.na.leagueoflegends.co...-questions-about-the-new-guinsoo?comment=0001Oops, that should just read attacks at this point, it's one stack for both ranged and melee.
The passive works just like the current Devourer double hit one. We believe it should be much more balanceable on a more expensive item that's gated behind a build up.
Riot GMang said:Yep. Enemies will see your buff respawns no matter what. Prepare for invades accordingly.
Yep riot wants to encourage scuffles in the jungle it seems. I guess I could get used to this
Yep riot wants to encourage scuffles in the jungle it seems. I guess I could get used to this
The only part being the rest of the community has to get used to it
Coming from HotS brawling constantly, its something you have to pick up and learn
The obvious concern is some junglers are overwhelmingly stronger counter junglers than others so them having even more of an upper hand kinda sucks. I guess it allows them to further push that advantage and differentiate junglers like Lee and Elise but there needs to be a tradeoff. It needs to be worth it for me to take Sejuani knowing full well that I'm risking being down a couple of levels since I'm being forced off of every buff
I mean, its not like that info wasn't in the game already. It's like the change to add timers in the first place. Riot wants to give more heads up info at our fingertips to be able to make strategic decisions. And encourage fighting. League is already very farm heavy. A little more scuffling isn't going to hurt. Counter jungling is weak right now anyways. Spice it up. I'm all for it.
If you are sejuani you offer a lot more in teamfights so your team needs to back you up. And you better be taking trackers and warding to protect against Lee and elise. Nothing really changes. Counter junglers are going to want to counter. We just get more easily accessible info for decision-making.
A full first jungle clear now gives you level 5
Junglers who can do a full first clear easily will be level 5 at around 3:15ish
They made Veigar's ult an execute. I dunno about the ratios or other number changes but as far as the base damage is concerned his ult will deal as much damage as an old rank 2 ult at 33% HP, so removing the enemy AP ratio doesn't change much but now he's better at killing everyone else.? what's wrong with it
edit: ok thought about it more and it's a lot more about stacking balls for zone control and big stunsThat's it for the Syndra changes? What a fucking letdown, it has the exact same fucking issues as her passive besides the new W bonus, fuck off.
i don't see how making his ult an execute is bad, it's already how it works but it had that weird element of not giving you the ap for finishing them off with q. now it's very clear that you want to use ult at the end of ur rotation thanks to the new passive and the dmg scaling with % missing hpThey made Veigar's ult an execute. I dunno about the ratios or other number changes but as far as the base damage is concerned his ult will deal as much damage as an old rank 2 ult at 33% HP, so removing the enemy AP ratio doesn't change much but now he's better at killing everyone else.
So they basically want us to juggle a lot balls to make 10 ball ultimates?
That will be super cool when pulled off but yeah, buff the numbers please.