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League of Legends |OT4| No Country for Old Karma

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zkylon

zkylewd
actual patch notes: http://na.leagueoflegends.com/news/patch-38-notes-0

good nerfs overall, though fuck the sona nerf right in the face

rofl more karma buffs

great changes for mandreds+wriggle

nashor in diana now seems kinda not so good. more money for less ap and it's not like you buy it for anything other than splitpushing, so not my favorite change, but it's alright.

new wit's end sounds pretty op

spirit items on tt nicely done

and yeah even when there's not lux nerfs there's lux nerfs :(
 

Pancakes

hot, steaming, as melted butter slips into the cracks, drizzled with sticky sweet syrup OH GOD
Sona got hit hard with the nerfbat. Gonna have to maximize use of her new W powerchord to make make up for it.
 

Boken

Banned
These recent patches have been pretty great.

ashe passive actually does something now? wow

jayce, singed and volibear flips now acting in the same manner as skarner impale? omg consistency

bunch of new usability for starting items? hurray (dorans ring 2 pots or boots 4 pots?!)

jungle changes? holy shit new jungle metagame?? i for one am scared of 2 minute level 2 jungler ganks with red while you are level 1

your name plate always on top? great for those people that lost it!

LP decay notifications?! time to play ranked!

league will finally always appear centred on your screen? woooo
 

Blizzard

Banned
I am sad about the Nautilus nerf, I had been practicing him and maxing E.

Time to never play jungle again! I like the Ashe passive, though it's still kind of counterintuitive to reward an ADC for not attacking while in lane. That's the sort of thing you give a support (Thresh).
 

zkylon

zkylewd
I think I'm gonna maybe start doran's now

all the junglers at my elo are shit and never pay attention to ward situation, so why let shit players that don't ward get a 15 ap+60 hp advantage on me

I don't like this change at all
 
The biggest change: looks like Thresh can no longer flash-hook in Death Sentence's windup. Unsure why they'd change that, I thought it was excellent that you could pull off a move like that.
 

Boken

Banned
not the biggest change

i dont play thresh, but apparently if you flash it cancels the windup on his Q?

someone test for me
 

Subtle

Member
Yup those Sona nerfs. Ugh this would be a horrible patch if not for this:
Focus

Ashe now gains 3/4/5/6 Focus stacks every second while not attacking instead of gaining Critical Strike Chance
Ashe will critically strike on her next basic attack when she reaches 100 Focus stacks
Initial Focus stacks are equal to Ashe's Critical Strike Chance

Better than nothing.

What really irks me is that Volty said the reason for the W nerf was because they felt Sona was TOO durable late game. Like whaaaaat?
 

scy

Member
nashor in diana now seems kinda not so good. more money for less ap and it's not like you buy it for anything other than splitpushing, so not my favorite change, but it's alright.

Adding a minimum of 24 damage (pre-MR) per auto-attack isn't that minor really; it increases the dueling power of the item at the cost of 5 AP (which isn't necessarily that relevant). I'm more concerned as to what this means for Kayle honestly.

spirit items on tt nicely done

We'll see how big of a deal this ends up being. The biggest thing I can think of is that it gives a better start for AP Junglers (Doran's Ring + Machete + 3x Health Pots) since they tend to not get Grez's anyway. And will Grez's get adjusted to a Machete recipe to compensate?

I'm curious if the Doran's changes means a Utility AP build possible for a 2x Doran's Ring 2x Pot start with Wealth. Seems awkward though but eh...
 

zkylon

zkylewd
Adding a minimum of 24 damage (pre-MR) per auto-attack isn't that minor really; it increases the dueling power of the item at the cost of 5 AP (which isn't necessarily that relevant). I'm more concerned as to what this means for Kayle honestly.
yeah it's not the 5 ap I mind, it's the increased cost for an on-hit thing that I don't care so much about that suddenly makes nashor's not be so damn efficient. like now it's just 200g from zhonya's. also combine cost is pretty high, probably one of the highest in the game (I can only think a couple that are 900+, manamune, arch staff, bc, I'm sure there's a few more)

but yeah I'm thinking it'll no doubt bring back kayle, not to mention wit's end.

I'll try her again after the patch
 

dimb

Bjergsen is the greatest midlane in the world
CxQsfwn.png
 

Boken

Banned
With Malady gone, maybe they can make Ruunan's not suck now

I remember when people were concerned about how op it could be

hehe
 

scy

Member
Because it's a large amount of ASPD without the multiplicative stats ASPD needs to generally be good. Couple that with the relatively low range of it means it's not triggering that often and you spent a lot of gold of raw ASPD without getting any of the stats that pair with it and with a passive that isn't doing anything some of the time.

It's probably not worse than Ohmwrecker.
 

garath

Member
Lol at the Thresh "bug fix" (nerf). It's a pretty big hit. You see all the pros doing it. It's pretty scary to have an already wound-up thresh hook get flashed on you from out of nowhere.

Though I thought it was a cool trick. Guess it wasn't intended.

I'm really excited about the jungle changes. Like you guys have been saying, mid and bot need to ward early for that level 2 shaco/lee/practically anyone red buff gank.

I'll still start blue most of the time though. I like the level 3 gank with an option to just keep farming.
 

y2dvd

Member

Can someone copy/paste the notes? You forget, people are at work here not doing work and trying to access a blocked link. :p

Had a close game yesterday that was super intense and came down to whomever aced the other team to push it all for the win. The rarest thing ever is that no body bitched from either team all game. There was nobody crying in all chat about their teammates. None of that. I had to give everyone honors which I never do. I wish all my games are like this, with of course me being on the winning team. ;]
 

Boken

Banned
Its not already wound up

flash cancels the wind up for whatever reason

maybe they should make it so that flash keeps the wind up as it was before

but i think that might be hard for them to code
 

garath

Member
Patch Notes:

Aatrox

Aatrox, the Darkin Blade is in this build but will be turned on at a later date.

Annie

We’ve made some changes to Tibbers to make him a tankier and more threatening presence in late game team fights beyond his initial burst damage.

Summon: Tibbers

Tibbers’ Health increased to 1200/2100/3000 from 1200/1600/2000
Tibbers’ Magic Resist increased to 30/50/70 from 25/45/65
Mana cost reduced to 100 at all ranks from 125/175/225
Ashe

This change allows Ashe players to use her passive in more strategic ways beyond a level one poke or incidental crit.

Focus

Ashe now gains 3/4/5/6 Focus stacks every second while not attacking instead of gaining Critical Strike Chance
Ashe will critically strike on her next basic attack when she reaches 100 Focus stacks
Initial Focus stacks are equal to Ashe's Critical Strike Chance
Corki

Missile Barrage

Fixed a bug where Missile Barrage would sometimes fail to deal damage
Hecarim

As a strong sustain fighter, Hecarim was blowing up squishy targets with Onslaught of Shadows’ high damage and on-impact fear. To balance the ability out, we’ve taken away the landing damage and shifted it to the riders that travel with Hecarim.

The Devastating Charge buff should let Hecarim jump over small walls and ledges to his opponents when he dashes to them. Keep in mind that when we say small ledges, there are only a few in the game like the river ramp ledges and very thin jungle walls.

Devastating Charge

If Hecarim's target is beyond narrow terrain, Hecarim will now leap over the terrain to the target
Onslaught of Shadows

No longer deals damage at the end location
Rider damage increased to 150/250/350 (+1.0 Ability Power) from 100/200/300 (+0.4 Ability Power)
Karma

Focused Resolve was impractical because whenever players wanted to use it, they needed the healing up front, not over time. This change still emphasizes the “leash break” gameplay, but now appropriately rewards Karma for using Mantra on her W and keeping her enemies close.

Inner Flame

Mana Cost reduced to 50/55/60/65/70
Explosion radius increased to 250 from 230
Focused Resolve

Now correctly gives vision of the unit while rooted
Mantra Bonus - Renewal
No longer heals over time for 25% Missing Health
Now heals Karma for 20% (+1% per 100 Ability Power) of missing Health immediately upon casting and another 20% (+1% per 100 Ability Power) of missing Health if the leash is not broken
Inspire

Mantra Bonus - Defiance
Fixed a bug where Defiance's mini-shields weren't applying the Ability Power ratio
Kha'Zix

The changes to Kha’Zix are ultimately about giving him more viable choices when picking evolutions. Evolving Void Spikes granted such huge damage, high poke, and great utility that it was crowding out his other evolutions. Now Void Spikes gets a slow as part of the base skill, so its utility is there even at level one. Taste Their Fear’s evolution was previously reliant on having targets isolated. Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice. We also increased Void Assault’s damage reduction while in stealth to make it a slightly more enticing choice and to remind players of its additional utility.

Taste Their Fear

Isolation bonus now increases damage by 45%
Evolution adds 8% missing Health damage (Can be further increased by Isolation)
Void Spikes

Now slows targets hit by 20% for 2 seconds
Mana cost reduced to 55/60/65/70/75 from 60/70/80/90/100
Bonus Attack Damage ratio increased to 1.0 from 0.9
Evolution no longer consumes passive to apply effects--instead triples shot
Can no longer be cast during Leap
Void Assault

Damage reduction while in stealth increased to 50% from 40%
Kog'Maw

Void Ooze

Fixed a bug where the slow wasn't reduced by tenacity
Lissandra

For a control mage with the kit she has, Lissandra was throwing out a lot of front-loaded damage. The intention of these changes was not only to lower her damage, but to also better highlight her in-fight control as her core strength.

Ring of Frost

Cooldown reduced to 14/13/12/11/10 seconds from 18/16/14/12/10
Mana cost reduced to 50 from 70
Fixed a bug where the root failed to apply if Lissandra died
Glacial Path

Cooldown now begins upon initial cast rather than upon recativation or at the end of the missile
Frozen Tomb

Self-cast duration increased to 2.5 seconds from 1.5
Slow increased to 20/30/40% from 20/20/20%
Damage reduced to 150/250/350 from 150/300/450
Nautilus

If Nautilus gets ahead in levels, he ends up with both high damage and high tankiness when leveling Titan’s Wrath first. As a strong initiator tank with high crowd control, we’ve reduced some of that mid-game damage output so he’s less overwhelming when he snowballs.

Titan's Wrath

Damage changed to 40/55/70/85/100 from 30/55/80/105/130
Fixed a bug where the Ability Power ratio on hits was lower than intended
Poppy

Heroic Charge

Spell has been refactored to better detect terrain
Sejuani

Sejuani’s rework left her incredibly powerful in terms of overall damage and crowd control potential. We’ve tuned back some of those strengths to bring her more in line with other initiator tanks.

Northern Winds

Bonus maximum Health ratio reduced to 10% from 16%
Permafrost

Reduced slow duration to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
Glacial Prison

Reduced stun and slow duration to 1.25/1.5/1.75 seconds from 1.5/1.75/2
Sona

Sona is a consistently strong support, so after we fixed a long-standing bug with Power Chord: Diminuendo we felt she would be a dominant pick without additional balancing. On that note, we’ve reverted some of our older changes to Sona. These changes are designed to maintain her parity with other supports by lowering her early game burst and her late game durability while making her a little more forgiving in the early game.

Base Health increased to 450 from 410
Base Armor increased to 11.3 from 9.3
Power Chord

Base Power Chord damage changed to 13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192 from 8 + (10 x level)
Aria of Perseverance

Fixed a bug where Aria of Perseverance's Power Chord: Diminuendo was not decreasing damage dealt
Lowered the duration of Aria of Perseverance's Power Chord: Diminuendo to 3 seconds from 4
Bonus Armor and Magic Resistance to self and healed ally reduced to 6/7/8/9/10 from 8/11/14/17/20
Changed aura bonus Armor and Magic Resistance to 6/7/8/9/10 from 3/6/9/12/15
Thresh

Death Sentence

Fixed a bug where Thresh could cast Flash while casting Death Sentence
Varus

Piercing Arrow

Fixed a bug where casting Piercing Arrow while targeting an enemy would cause Varus to stop moving
Vi

Blast Shield

Fixed a bug where Blast Shield's cooldown at higher levels was 1 second longer than intended
Vault Breaker

Fixed a bug where casting Vault Breaker while targeting an enemy would cause Vi to stop moving.
General Champion Notes

Targeted wall-jump abilities now check both sides of the wall for the closest location of the cursor, so players don't fail-jump into a wall, when the other side was clearly in range.
We've added new targeting indicators to show how far the target is knocked back for the following abilities:
Alistar's Headbutt
Lee Sin's Dragon's Rage
Poppy's Heroic Charge
Vayne's Condemn
We've improved consistency for abilities that behaved inconsistently when the targeted enemy uses Flash. We’re cleaning up these interactions so that either the ability won’t cast or Flash won’t be used up (it will be one or the other, never both).
Jayce's Thundering Blow
Singed's Fling
Skarner's Impale
Volibear's Rolling Thunder
Changes to Slow Zones

All slow zones now update on a quarter-second interval, meaning when you move out of a slow field, the slow will wear off almost immediately unless you’re hit by an ability that applies an individual slow (like Kog’Maw’s Void Ooze). What this means: your champion's movement speed will be restored more quickly when leaving a slow field, but the slow within the fields have not been changed.

This change should make interacting with slow zones more intuitive while rewarding players who react quickly (as stepping out of a slow field will reward you faster). This is a small nerf to most of the champions affected, but we will be closely monitoring champions affected by these changes.

The following abilities have had their slow refresh rate reduced to 0.25 seconds:
Singed's Mega Adhesive
Lux's Lucent Singularity
Gangplank's Cannon Barrage
Lulu's Wild Growth
Miss Fortune's Make It Rain
Trundle's Pillar of Ice
Varus' Hail of Arrows
Viktor's Gravity Field
Vladimir's Sanguine Pool
Lux's Lucent Singularity also applies a 0.25 second slow to targets hit by the detonation
Kog'Maw's Void Ooze missile also applies a 1 second slow to targets struck
Items
We’ve lowered the price on a number of starting items to give players more options with consumables and general builds.

Boots of Speed

Cost reduced to 325 from 350
Items that build out of Boots of Speed have had their recipe costs increased by 25
Doran's Ring

Cost reduced to 400 from 475
Health reduced to 60 from 80
Mana restore on kill reduced to 4 from 5
Doran's Shield

Cost reduced to 440 from 475
Armor reduced to 0 from 5
Health Regen increased to 10 from 8
UNIQUE Passive now blocks 8 damage from champion basic attacks from 6
We’ve removed the randomness on Madred's and Wriggle's to increase consistency while allowing players to plan out their jungle routes better. Wriggle’s wasn’t very enticing so we’ve tuned up its stats to be worthy of a slot later in the game for those who can take advantage of it.

All instances of Rend as a passive have been changed to Maim
Maim is now the passive that refers to dealing bonus magic damage to monsters with every basic attack
Butcher is the passive that refers to dealing percent bonus damage to monsters from all sources
Hunter's Machete

UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
Now deals 10 bonus magic damage to monsters with every basic attack
Spirit Stone

UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
Now deals 10 bonus magic damage to monsters with every basic attack
Madred's Razors

UNIQUE Passive - Maim
Now deals 60 bonus magic damage to monsters with every basic attack
No longer deals bonus damage to minions
Wriggle's Lantern

UNIQUE Passive - Maim
Now deals 100 bonus magic damage to monsters with every basic attack
No longer deals bonus damage to minions
UNIQUE Active
Ward duration reduced to 90 seconds from 180
Cooldown reduced to 90 seconds from 180
Attack Damage increased to 25 from 15
Life Steal increased to 15% from 10%
Armor reduced to 25 from 30
Combine cost increased to 500 gold from 100 (total cost increased to 2000 gold from 1600)
A few patches back we buffed a number of jungle items to make them more enticing for junglers. The changes, however, made these items so efficient that even lane champions were buying them with no regard for the Butcher passive. We still want lane champions to consider these in strategies that center on poaching jungle camps or helping with map objectives, but we ultimately want these to feel like the optimal choice for junglers first.

Spirit of the Ancient Golem

UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
Spirit of the Elder Lizard

Attack Damage reduced to 35 from 45
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
Spirit of the Spectral Wraith

Ability Power reduced to 40 from 50
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
We've moved Malady's passives to the two other Attack Speed on-hit items to further solidify Nashor's Tooth's niche role as an Ability Power focused auto-attacker item, while moving the magic shred onto Wit's End to better synergize with magic damage based fighters (Sunfire Cape combines quite well with Wit’s End even for champions that don’t deal magic damage). Malady has been removed as it has been a poor fit in the current space that it was in.

Recurve Bow

Cost reduced to 900 gold from 950
Malady

Removed from the game
Nashor's Tooth

Combine cost increased to 920 from 500
Ability Power reduced to 60 from 65
Additional Passive - Basic attacks deal 15 (+15% of Ability Power) as bonus magic damage on hit
Wit's End

New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 700 gold = 2400 gold
Attack Speed increased to 42% from 40%
Revised Passive - Basic attacks steal 5 Magic Resist from the target, stacks up to 5 times
Maps
Summoner's Rift

We’ve increased the initial spawn times of jungle creeps to get rid of the frustrating experience advantage players could get by killing certain jungle camps before laning phase. This was a much requested change from a lot of pro teams around the world, as the only real counter was to switch lanes or to try to prevent it altogether.

The other changes are to reassure junglers since they won’t be able to start wolves or wraiths before heading to their buffs. Faster spawns will also help some champions who have exceptionally high clear times and want to just stay in the jungle. Overall, this will be a buff for junglers across the board as we’ve opened up additional jungle route options for them.

On that note, junglers traditionally have high impact in the early game, so there is some concern that these changes may be making them too strong in that area. We will be closely monitoring the situation to see if we need to balance further.

Jungle
Wolves
Initial spawn time increased to 1:55 from 1:40
Respawn time reduced to 50 seconds from 60
Wraiths
Initial spawn time increased to 1:55 from 1:40
Golems
Initial spawn time increased to 1:55 from 1:40
Respawn time reduced to 50 seconds from 60
Ancient Golem
Base Experience granted increased to 340 from 220
Now plays a particle effect to show who the buff transferred to
Lizard Elder
Base Experience granted increased to 340 from 220
Now plays a particle effect to show who the buff transferred to
Young Lizard
Base Experience granted reduced to 10 from 40
Twisted Treeline

Enabled several items
Hunter's Machete
Spirit Stone
Spirit of the Ancient Golem
Spirit of the Elder Lizard
Spirit of the Spectral Wraith
Crystal Scar

Added Dominion variants of several items
Tear of the Goddess (Crystal Scar)
Mana per charge increased to 5 from 4
Manamune (Crystal Scar)
Mana per charge increased to 8 from 4
Archangel's Staff (Crystal Scar)
Mana per charge increased to 10 from 6
Rod of Ages (Crystal Scar)
Now gains stacks every 40 seconds, down from 60 seconds
Howling Abyss

Enabled several items
Hunter's Machete
Spirit Stone
Spirit of the Ancient Golem
Spirit of the Elder Lizard
Spirit of the Spectral Wraith
Shop close distance is now calculated from the spawn, not the shop
Shop close distance increased to 1600 from 1400
Fixed a bug causing players to become stuck if they wiggled behind blue laser turret
Poros have gone through an 80s action movie training montage and now have some resistance to lasers
Game Interface
Minimap & HUD

The Player's nameplate will now always be drawn last, causing it to always appear over ally and enemy health plates.
Item Shop

The search terms "Spooky Ghosts", "Bork", "Botrk", "AA", "NLR", "SOTO", "SOTD", "dshield", "dblade", and "dring" have been added to the in-game item shop.
Custom Item Sets

Item sets will no longer be lost when a player changes their Summoner name.
Game Menus

The Key Binding page has been reorganized to be easier to use
Gifting Animation

Gifting animation has been updated
Custom Game Mini-maps

Custom Game Mini maps updated to include unique mini maps for each map
League System
Added the ability to spectate players and teams in challenger tier via an option in the leagues menu.
Added notifications to inform players when they are close to hitting LP decay for inactivity in ranked queues.
Player Behavior
Behavior Alerts

The PVP.net client will display new warning alerts for players with spikes of negative activity, in order to help course-correct them as soon as possible with quick and direct feedback.

Players with recently detected unsportsmanlike behavior will see a warning after the End of Game screen.
Alerts will not follow every player report; alerts are targeted toward players that exhibit uncharacteristic spikes of highly negative behavior.
General
The Loading Screen no longer appears off-center in your monitor after Champ Select, when in Borderless or Windowed mode.
Included a possible fix for an issue that would cause LoL to open in the bottom right of the screen on computers under heavy load
Logitech monochrome keyboards should no longer clear their display when the last two heads-up buttons are pressed.
Logitech keyboards should no longer change their brightness when your champion is dead.
 

dimb

Bjergsen is the greatest midlane in the world
Feels good to be finally Diamond.
That's a really good league name.
League System
Added the ability to spectate players and teams in challenger tier via an option in the leagues menu.
Added notifications to inform players when they are close to hitting LP decay for inactivity in ranked queues.
Didn't even notice these changes but they're really good.
 

zkylon

zkylewd

roit pls of the day

Feels good to be finally Diamond.
congrats

Because it's a large amount of ASPD without the multiplicative stats ASPD needs to generally be good. Couple that with the relatively low range of it means it's not triggering that often and you spent a lot of gold of raw ASPD without getting any of the stats that pair with it and with a passive that isn't doing anything some of the time.

It's probably not worse than Ohmwrecker.
scy already said it better but it's basically like the only item in the game that only gives you one stat for that amount of gold and it's a stat that's highly dependent on other stats to be any good. like, there's a reason most adcs don't rush as items like pd or ss, unless they're vayne or something and even then I think most vaynes are rushing bjork now. as without ad, lifesteal and crit is worthless.

think that it also takes the room of an actually useful item for an adc that either could be:
lifesteal: bt/bjork
as/crit: pd/ss
ie
armor pen: bc/lw
defensive stuff: ga, randuins, warmog, mercurial scimitar, banshee's, second bt (lol), whatever

which one of those essentials should you sacrifice to do something that an adc isn't supposed to do (aoe)?

build path is also pretty bad, 950g for a recurve bow, damn...

ohmwrecker at least has a pretty cool name
 

drawkcaB

Member
Not sure I share the concern that level 2 ganks from the jungle will become more common place with these changes. There isn't much preventing that right now. With assists on wolves/wraiths the jungler can make it to blue/red camps by 1:55, so what's the difference?
 
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