It depends on the jungler. IIRC I hit 1000 extra gold from Wriggles on Yi by the 25min mark.
Oh god. I hope Yi isn't extremely powerful now
It depends on the jungler. IIRC I hit 1000 extra gold from Wriggles on Yi by the 25min mark.
Fueled up. Ready to go. Opening ceremony 2hrs away
idk if you know, but Lucian's pretty strong you guys.
I just don't like the changes they#re making to jungling full stop. Making it more passive is pretty boring, and the extra gold you get from items is minuscule, especially in comparison to supports. I'd be surprised if supports don't end up with more gold than junglers in a lot of games.
As much as I would hate admit it, he does have some strengths.idk if you know, but Lucian's pretty strong you guys.
one hour, finding seats. childfu scared in crowd, reassure her. waifu wants seat in back. it begins~~~
one hour, finding seats. childfu scared in crowd, reassure her. waifu wants seat in back. it begins~~~
Chair, comfort, costume to my right, nice. The scared one finds joy in wife's phone. Plants vs zombies saves another life this day
I bet he is. Guess a western pro needs to pick him and tear it up on stream before noone dares to pick him around here... a bit sad.
Counter-jungling is something that I liked doing considering I played Nunu - Cho'gath - Trundle at various points in time, but I understand Riot's reasoning to make the whole jungle experience less harsh than it should be. It's already a fairly demanding role to play efficiently and lowering the barrier of entry for when you get fucked over by allowing you to become useful again in due time (rather than not at all currently) is indeed healthy for the game. Especially when being screwed over an invade can sometimes happen over something as simple as "teammates didn't listen to my two-minutes-in-advance warning" if you laid out your plan before the match even started and hoped for them to react on time as a result.I like all these changes. Especially the no level 3 after double buffs. It will give the laners a little more room to play and reduce the necessity of a quick ganking jungler.
As much fun as it is to completely shut down an opposing jungler, it's not that fun to be the one shut down with no way to come back.
Can always grab the sweeper trinket as a jungler and pay attention to your gank target lane of choice, since killing camps is practically auto-pilot anyways. Provided that safely going through a different path to avoid said ward isn't an option for whatever reason. Plus the yellow wards only last 60 seconds, so it's easy to time them too if you spot a laner plonking one down during your monster killing.I really looks like they are trying to keep the jungler in the jungle longer early game. Prevent the early ganks and the necessity of playing the early gank junglers to stay competitive. Also adding the ward totem is going to dissuade early ganks. I like that tbh. It will minimize an early gank from snowballing a lane. However I suspect there will be some level 2 ganks in coordinated games.
The role hasn't become significantly more passive than what it is right now; timely aggression still pays off. The extra gold income on the Spirit Stone items is fine - though it remains to be seen whether Spectral Wraith still only appeals to a very limited champion pool - and PBE Wriggles feels more like a snowball item. That's the impression I got with Trundle at least. Game not going too well? Better off sticking to Madred's and buying more relevant items. Pulled off a succesful gank (possibly multiple) early on, maybe even got first blood? You bet your ass I'm going to get an early Wriggles for much faster clearing (which'll also help for a quick trip into the enemy's jungle), the ability to sneak in a level 6 - 8 solo dragon while still being able to pressure the rest of the map in between my camp rotations. Oh, and I can still afford a ward or two.I just don't like the changes they#re making to jungling full stop. Making it more passive is pretty boring, and the extra gold you get from items is minuscule, especially in comparison to supports. I'd be surprised if supports don't end up with more gold than junglers in a lot of games.
Oh god. I hope Yi isn't extremely powerful now
A jungler that willingly sets himself up for 20-minute long non-existant map presence is no thing to be worried about.Fuck Yi, I'm more scared of Tryndamere right now.
Lucian's ult is the epitome of taking a conceptually decent ult and screwing up its execution for the sake of artificial variety. It's so cumbersome (flimsy-looking with his 2nd skin too) for no logical reason even if its damage potential is fine.I've been saying for a while, yeah. He's also a lot of fun. I don't care if The Culling isn't as "satisfying" as SMDR or Enchanted Crystal Arrow, run and gun is just more fun. Besides, it has to be kind of "meh" to make up for the amount of oomph on his passive.
Edit: I really like his build versatility, too. If you stomp early and base with a pile of gold you can start Bloodthirster, but if you don't you can just start buying piecemeal into a Trinity Force. Having a really adaptive build path is underrated.
Should a champion revolve around or be defined by his ult? No, but you better make sure as a designer that it's a fun skill to use instead of priding yourself that you only saw a whopping two players use it correctly in two weeks' time (which Riot's Zenon did 'brag' about post-release).
made me go sign up for the heroes of the storm beta.
made me go sign up for the heroes of the storm beta.
http://forums.na.leagueoflegends.com/board/showthread.php?t=4019198After we cycle out a game mode, we'll go back to the workshop to tinker with it based on player feedback and, in the meantime, we'll deploy a few other game modes we've thought up over the past while. This lets us rotate any number of game modes in and out as we refine them, and it gives us the freedom to even take community votes for a "player's choice" month!
For the release of One For All, the matchmaking queue will be for Summoner's Rift, but you'll be able to play the mode via custom games on any map. Please let us know what you think of this mode and what changes you'd like to see to it when or if it comes back. Have fun with the mode when it is released, and I look forward to talking with you again about the response and what is coming in December!
So I have absolutely no reason to level it first anymore and will just max W first instead?Sivir
Q damage reduced to 15/40/65/90/115 from 60/105/150/195/240
So I have absolutely no reason to level it first anymore and will just max W first instead?
Thanks!
Is that even real? That may be the biggest straight damage nerf I've ever seen of a live champion.
Statikk said he wasn't too fond of Boomerang Blade being so strong early and weak late, so I guess they'll buff the ratio later or something - though it's still a 220% bonus AD ratio if you hit both swings.Is that even real? That may be the biggest straight damage nerf I've ever seen of a live champion.
Rito really is doing a nice job with season 4.
So I have absolutely no reason to level it first anymore and will just max W first instead?
Sivir
Q damage reduced to 15/40/65/90/115 from 60/105/150/195/240
Thanks!
Yeah, it's each way.that's gotta be each way. like, wtf.
Yeah, it's each way.
It's not fine lol It's more than half base damage at all ranks.ok, so realistically it's only like 30 less base damage but with less damage falloff.
That's fine.
It's not fine lol It's more than half base damage at all ranks.
What ADC doesn't become an auto attack champion late game? Lucian? Ezreal?
It's not fine lol It's more than half base damage at all ranks.
What ADC doesn't become an auto attack champion late game? Lucian? Ezreal?
ok, so realistically it's only like 30 less base damage but with less damage falloff.
That's fine.
Strangely, I felt the same way. Some of these modes are just plain silly.
garath said:Varus
What? no. Right now it's 60/105/150/195/240 each way.
From wiki: MAXIMUM PHYSICAL DAMAGE (SINGLE TARGET): 108 / 189 / 270 / 351 / 432
New numbers are cutting the damage into a third low levels and half higher levels. It's such a huge damage nerf.
Am I missing something? Only one mode is explained.
That Sivir nerf can't be right, even with the damage reduction per enemy hit reduced. Did that ability even change at all with the rework?