League Of Legends

Sabbat

Trakanon Raider
1,970
856
There was also a good point brought up at PAX East during the LoL panel where a parent pointed out that if someone is making fun of you you are taught to walk away, but in LoL you are punished for doing that. The counter argument was that LoL is a team sport and in other team sports you can't just walk at away, yet at the same time in other team sports you are generally not randomly assigned to a team with other people. I do agree with Lyte that the answer isn't in letting people walk away from a game but in something else. I just thought that the parent brought up some good food for thought.
I think given a little more time, Lyte would have said that thein-game ignore featureis identical to "walking away" if the player was offended, or bullied enough to warrant a real life walk-off. That's why the function is there, but quite a few humans will either not use the ignore function because they want to know the epic levels of shit this other person is talking about them or they'll just want a chance to respond in kind.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,456
3,577
Yes, I think that the method behind the madness IS applicable. It's not the same fish, but it's fishing in the same pond.
Except that it's not the same pond at all. Apparently Bronze in SC2 is actually filled with the worst-of-the-worst players whereas Bronze/Silver in LOL makeup ~85% of the player population. Here's a graph for LoL, if you do the math for Bronze & Silver 83% of active ranked players are in those tiers:http://www.lolsummoners.com/stats/rankings/na

Now for SC2 I couldn't find a fancy graph but here's the wiki:http://wiki.teamliquid.net/starcraft...le.net_Leagues
Bronze/Silver in SC2 are comprised of 28% of the players. 80% of the players are in Bonze, Silver, Gold and Plat.

The article is pure shit. In fact, being platinum in SC2 (which the guy is) would only equate to being about Silver II in LoL. What do you expect is going to happen when you're playing against people that probably don't give 2 shits about the game and are just farting around for a few games, 10 yr old kids or dads that game casually or the extreme baddies or trolls... kind of a no-brainer.
 

Sabbat

Trakanon Raider
1,970
856
So, article was last edited: Last edit: 2012-04-13 23:54:19 and Heart of the Swarm was released on March 12, 2013. Thus making this correct at the time of printing so to speak.

"During Wings of Liberty, the top 2% of active players were in Master league and the remaining 18% of the top 20% of players were in Diamond League. The rest of the players were split equally between Bronze, Silver, Gold and Platinum."

At the time of the article, Bronze + Silver was 40% of the playerbase.

Shit, all they really did with this was move more people up into a higher tier to make those players feel better about themselves.

Either way, you're missing the point. I'm looking at the responses from the players he's crushing with a worker rush, and the fact they don't learn, or care to learn.
 

Enzee

Trakanon Raider
2,197
715
Yea.. you guys aren't getting it if you think that article was bullshit. He picked literally the simplest strategy, so that mechanics/micro/macro had practically no impact on defeating him at all. He then warned them and told people how to beat it. Literally all they have to do is select all their workers and have them fight the incoming workers, and they'd basically win the game since they always had more workers by the time his got to their base. They would refuse to do this and bitch about how it is 'unfair cheese' or 'terran OP bullshit!' etc..

It's the mentality of people who suck at a game that then blame their losses on other factors is the whole point. Something that absolutely transfers into LoL. You can't go lower then bronze V. Playing to lvl 30 is the tutorial of the game. Most people in the higher bronze tiers (where he was, as he mentions he was going to try and go a lot lower) have at least played the campaign and are familiar with the basic mechanics of the game. A fresh lvl 30 in League that doesn't have prior MOBA experience is generally at about the same spot that a mid tier bronze person in SC2 is, as they will generally go into bronze V immediately if they try to do ranked.

There's also a lot more similarities between SC2 and LoL then say.. a FPS or something. It's similar controls, and LoL is a lot less forgiving to shitty mechanics. The main difference is that in LoL, you can always blame your teammates if you lose, whether justified or not. 'I only died because I thought he was going in.. ' or 'I was winning my lane, but then the fed enemy mid owned me cause our mid sucked' etc.. So, it's even easier to not face reality about your own mistakes and lack of skill then it is in SC2.

On a semi-related note:*
************************************************** ****************************************

Sample sizes make a big difference, but notice how WH has been on a winning streak and suddenly getting better teammates after listening to some of the advice he was given? It could be entirely coincidental since it's not a very large sample size, but I've always noticed the same thing and was part of my original point. People that 'feed' aren't necessarily bad, they may have just got off to a bad start and then get singled out as being weaker then rest of the team. I've had 0/8/2 type games where I'm raged at for feeding IMMEDIATELY followed by 7/1/12 games where I'm praised for carrying, or vice versa.

Morale is a huge boost to skill at all levels of competition, but even more so at bronze imo. If a player starts off good, or is praised by his teammates, he tends to keep that rolling. That's why playing early game champs is so important at lower skill levels, to get the snowball rolling in your team's direction as early as possible.

I've been playing a lot of nunu jungle lately, had one guy friend me after a great game.. We played maybe 8 games together one day, won 7 of them. General strat was to ward enemy's 2nd buff (red normally) together before minions spawn. I'd tell them we weren't invading, but to follow me to ward at least. Once everyone did that, me or my partner would be like "actually, their lvl 1 composition sucks, we should invade their blue at 1:55 since the top laner at least won't be there, we'll also outnumber them" no matter what their lvl 1 composition was
biggrin.png


Every time we invaded, we won the game, even if we didn't get any kills off of it (we generally did though) I'd at least steal the enemy blue to start my heavy counter jungling. Taking the enemy jungler out of the picture relieves any potential gank pressure. Most snowballs happen because a lane doesn't ward and the enemy jungler starts ganking them, so that possibility is practically removed from those games. Then, because I'm so far ahead, I normally get a kill on the enemy jungler early on and/or gank some lanes.
 

Plaid_sl

shitlord
230
0
The elo system serves it's purpose pretty well. Right now it's telling me I'm not as good as my MMR says. Having a consistant winning ratio over the last 20 games, duo q'ing was giving me a large LP boost per win. I assume the same type of boost was applying to my MMR, matching me much higher than my league. My partner is gold II, I'm gold I. The last couple games I've played I've been getting stomped. Did some checking and I was being matched up against plat I's and II's. I wouldn't claim I was near diamond skill at this point...makes sense this is happening.

Up until my promo series to plat (won just one game), I've been getting outplayed in lane and lost maybe 5 games in a row. It's disappointing that I'm not as good as league thought I was, but hey, that's how it's supposed to work. It puts you where you belong.

Last game or so I had a troll adc trist on my team. Not sure how trolls exist in plat.
 

Sabbat

Trakanon Raider
1,970
856
If you're getting matched with plat I's and II's and you're Gold I due to your MMR, wouldn't that indicate that you are a much better player than your rank tells you? (unless you think you're Diamond).
 

The Ancient_sl

shitlord
7,386
16
Yea.. you guys aren't getting it if you think that article was bullshit. He picked literally the simplest strategy, so that mechanics/micro/macro had practically no impact on defeating him at all. He then warned them and told people how to beat it. Literally all they have to do is select all their workers and have them fight the incoming workers, and they'd basically win the game since they always had more workers by the time his got to their base. They would refuse to do this and bitch about how it is 'unfair cheese' or 'terran OP bullshit!' etc..
A plat player has the micro to win a worker battle with less workers vs. a bronze.

I think given a little more time, Lyte would have said that thein-game ignore featureis identical to "walking away" if the player was offended, or bullied enough to warrant a real life walk-off. That's why the function is there, but quite a few humans will either not use the ignore function because they want to know the epic levels of shit this other person is talking about them or they'll just want a chance to respond in kind.
^
You absolutely can "walk away" since the other person isn't physically there at all.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,456
3,577
Yea.. you guys aren't getting it if you think that article was bullshit. He picked literally the simplest strategy, so that mechanics/micro/macro had practically no impact on defeating him at all. He then warned them and told people how to beat it. Literally all they have to do is select all their workers and have them fight the incoming workers, and they'd basically win the game since they always had more workers by the time his got to their base. They would refuse to do this and bitch about how it is 'unfair cheese' or 'terran OP bullshit!' etc..
He also only won 56% of those games, which means a good portion of those players DID listen. When you are playing literally the shittiest 8% of players, imagine IRL who these people are. They are mostly NOT gamers, they are young kids, parents, or some other demographic that does NOT put gaming first. Of course whenever I play a game I always WANT to win, but there are definitely games I don't give a fuck about nor care about learning too much about, I just play to... play. There's a ton of RTS people that just play it like Sim City and like to have large battles cause it is cool looking... When you are in the bottom 8% of the playerbase you have to understand that most people AREN'T trying to learn... intentionally. Does that make them scum of the earth? There are definitely players in LoL that are the same way, I'm not saying any different... except that the Majority of Bronze & Silver are likely equatable to Gold & Plat players in SC2, so in general you are getting a different demographic... His study is more relatable to LOL if he did it in Silver & Gold tiers. Not Bronze. The players you often encounter in LOL Bronze are players that are unwilling to learn but for different reasons: Ego, Trolling, Stupidity, Immature, Cocky, Douchebags, Oblivious. Generally these players are actual "gamers" and not as casual as the bottom 8% that you are talking about with SC2 Bronze.
 

zombiewizardhawk

Potato del Grande
10,298
13,450
A plat player has the micro to win a worker battle with less workers vs. a bronze.
Not only this but that plat player can probably get 10 workers in for a rush before the bronze player has 10 workers period quite easily. Most people in bronze either treat sc2 as if it was BGH no rush 20 or like sim city. It's comprised of players equivalent to those on newbie island on accounts level 1 to 5 or maybe 10 (and I don't mean the smurfs who have 1700 games player on their main account but are now leveling up a sub account).

On another note, won my second promo game too. Back in bronze 2 finally.

Edit: But Fawe, they're both called bronze league! They must be identical!
 

Sabbat

Trakanon Raider
1,970
856
A plat player has the micro to win a worker battle with less workers vs. a bronze.
...and if you bothered to read the article, the guy clearly states that micro was not needed to beat him, in fact, micro would make it less likely the his opponent to win. Just attack-move and he'd lose.

The only time he'd ever micro his units was if his opponent micro'd to focus fire a single drone.
 

Plaid_sl

shitlord
230
0
If you're getting matched with plat I's and II's and you're Gold I due to your MMR, wouldn't that indicate that you are a much better player than your rank tells you? (unless you think you're Diamond).
Yea, my point is my winning streak indicated to the system I needed to progress faster than average. I somehow progressed this way too fast and started to get matched up against people above my speculative MMR. I believe the MMR system looked at it like I was winning with the MMR boost so it kept giving me the bonus. However, throwing me up too high due to the boost per win.
 

Enzee

Trakanon Raider
2,197
715
Yea.. he was TRYING to lose, guys. He wasn't microing his workers to beat the player, he was attack moving as well. That's the whole reason he did it, to make a very simple strategy that is obvious how to win to see if people could even manage to do what was right in front of their face to win the game. He wasn't farming up a bunch of workers, he was sending most of his starting workers and leaving one or two behind to mine. It was an exercise in psychology, not his skills.

He WASN'T in the bottom 8%, he was in the mid to high portion of bronze, which is like the bottom 15-25%. As the other links stated, bronze/silver/gold make up about 80% of the playerbase. Platinum/diamond/master is 20%. Being top of bronze about to go into silver is being better than the bottom 20%. He needed to lose another 100 games to get down to the bottom of bronze. That's where you'd find people who don't play the game to win, or don't know how to play the game to win even if they want to. Top/mid bronze still wants to win, they just don't adapt at all. They do a certain thing and sometimes it wins, so they stick with it.

If he had been able to bottom out and pulled the same thing, I'd say you were correct and that he is missing the point then. It'd be like trying to go into BGH games against AI and trying to teach people about microing. Or, in LoL terms, teaching counter jungling in a bot game. i.e. pointless.
 

The Ancient_sl

shitlord
7,386
16
Yea.. he was TRYING to lose, guys. He wasn't microing his workers to beat the player, he was attack moving as well. That's the whole reason he did it, to make a very simple strategy that is obvious how to win to see if people could even manage to do what was right in front of their face to win the game. He wasn't farming up a bunch of workers, he was sending most of his starting workers and leaving one or two behind to mine. It was an exercise in psychology, not his skills.
He was portrait farming and trying to win/lose in the quickest manner possible unless he felt like playing. He absolutely was trying to win his games when he worker rushed. He did micro his workers constantly if you read the article.
 

Sabbat

Trakanon Raider
1,970
856
Why is this a dumb argument? We're discussing the premise that bad players -- regardless of game, generally stay bad because they don't want to learn, don't know how to learn, or just rage when they don't innately get something.
 

Bain

Bronze Knight of the Realm
399
2
At that point it seemed to me like the argument had devolved into whether or not the person who wrote the article was seriously attempting to win or not. It seemed quite silly past the first few posts to me.
 

Celebrindal

Golden Squire
516
11
Patch notes
http://na.leagueoflegends.com/news/patch-310-notes

ChampionsAshe
Summary:While cleaning up Ashe's passive, we found a small bug that had been granting unwarranted Focus stacks. We ordered an orbital strike on the bug, and gave Focus a minor buff to compensate.
Focus

  • Focus stacks per second increased to 4/5/6/7/8 from 3/4/5/6/7
  • Fixed a bug where Focus was granting stacks while on cooldown in certain situations
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Elise
Summary:Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she'll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.
Context:Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise's spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.
The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise's Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.
Spiderlings

  • Health reduced to 90-260 from 125-550
  • Armor increased to 30/50/70/90 from 30 (based on Spider Form rank)
  • Magic Resist increased to 50/70/90/110 from 50 (based on Spider Form rank)
  • Multi-target damage reduction adjusted to 25% from 10/20/30/40%
  • Spiderlings no longer continue taking actions before vanishing once Elise shifts into Human Form
  • Spiderlings now group closer together while moving
Volatile Spiderling

  • Movement Speed has been reduced
Rappel

  • Elise can no longer descend outside of the indicated area
  • Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
  • Spiderlings will now descend from Rappel slightly after Elise instead of descending at the same time
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Fiddlesticks
Crowstorm

  • No longer reduces Baron Nashor's, Dragon's or Vilemaw's Magic Resist
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Fizz
Playful/Trickster

  • Fixed a bug that occasionally caused rapid casts to deal no damage
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Karthus
Lay Waste

  • Now casts at max range when targeted beyond max range during Death Defied
Defile

  • Ability Power ratio reduced to 0.2 from 0.25
  • Fixed a bug where Cooldown Reduction allowed Defile to be rapidly toggled, increasing its damage output
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Malzahar
Call of the Void

  • Missile visibility from fog of war and brush now consistent with other missiles
Summon Voidling

  • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions
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Master Yi (remake)
Summary:Master Yi has been reworked with a new model and changes to his kit. For a full rundown of the Wuju Master's changes,click here.
General

  • Health per level increased to 92 from 86
  • Base Mana reduced to 180 from 199
  • Mana per level increased to 42 from 36
  • Base Armor reduced to 15 from 16.3
  • Armor per level reduced to 3 from 3.7
  • Attack Speed per level reduced to 2.75% from 2.98%
DoubleStrike

  • Every 4th consecutive basic attack, Master Yi will attack twice, dealing 50% damage on the second strike
Alpha Strike

  • Master Yi becomes untargetable and dashes to up to 4 units, dealing 25/60/95/130/165 (+1.0 total Attack Damage) physical damage and 75/100/125/150/175 bonus damage to minions. Alpha Strike can critically strike for 60% of Master Yi's total Attack Damage.
  • Alpha Strike's cooldown is reduced by 1 second each time Master Yi basic attacks
  • Mana Cost: 70/80/90/100/110
  • Cooldown: 18/17/16/15/14
Meditate

  • Master Yi channels for 4 seconds, gaining 40/45/50/55/60% damage reduction and healing for 30/50/70/90/110 (+0.3 Ability Power) per second. This heal is increased by 1% for every 1% Health Master Yi is missing. The damage reduction is halved against turrets
  • Mana Cost: 50/65/80/95/110
  • Cooldown: 35
WujuStyle

  • Passive: Master Yi gains 7/9/11/13/15% Attack Damage
  • Active: Master Yi deals 10/15/20/25/30 (+0.1/0.125/0.15/0.175/0.2 total Attack Damage) true damage on hit for 5 seconds. Wuju Style's passive bonus is lost while the skill is on cooldown
  • Mana Cost: 0
  • Cooldown: 18/17/16/15/14
Highlander

  • Passive: When Master Yi kills a champion, the cooldowns on his basic abilities are reduced by 18 seconds (half for assists)
  • Active: Grants Master Yi 30/55/80% Attack Speed and 25/35/45% Movement Speed for 10 seconds. If Master Yi scores a kill or assist while Highlander is active, Highlander's duration is extended by 4 seconds
  • Mana Cost: 100
  • Cooldown: 75
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Nami
AquaPrison

  • Fixed a bug where the stun sometimes lasted longer than intended
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Poppy
HeroicCharge

  • Fixed a bug where Poppy would retain her previous move or attack order after charging
  • Fixed a bug that caused Poppy to stutter briefly after charging
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Ryze
Summary:The ranges of Ryze's spells are being reduced this patch, but his Desperate Power movement speed buff has been increased to compensate.
Context:With his spell range and high late game damage, Ryze could effectively nuke back line squishies from distance while still playing the role of ?tanky beast? (when built in that way). We wanted to refocus on Ryze's core identity as a mid-range mage, meaning his positioning and proximity to the enemy team is more important than before, while his increased speed should allow him to get up close to priority targets to melt their delicate little faces.
Overload

  • Cast range reduced to 600 from 650
RunePrison

  • Cast range reduced to 600 from 625
  • Mana cost reduced to 60/70/80/90/100 from 80/90/100/110/120
SpellFlux

  • Cast range reduced to 600 from 675
DesperatePower

  • Movement Speed increased to 60/70/80 from 35/45/55
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Thresh
Summary:Thresh's reduced base health and armor make him more vulnerable at early levels, but collected souls now grant a flat bonus with no diminishing returns.
Context:We wanted to make trading in lanes a little riskier for Thresh as he had a lot of crowd control through Death Sentence and Flay. Additionally, collecting souls, while a vital part of early game Thresh play, had the tendency to become negligible late game due to their diminishing returns. Giving souls a flat bonus means Thresh's passive stays relevant throughout the game.
General

  • Base Health reduced to 500 from 541
  • Base Armor reduced to 12 from 18
Damnation

  • Souls now always grant 0.75 Armor and Ability Power instead of starting at 1.0 and granting diminishing returns per soul collected
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Twisted Fate
Summary:Loaded Dice no longer grants global bonus gold, but instead gives Twisted Fate between 1-6 gold per kill. Pick a Card has been changed, too, giving TF players a smaller window to throw the card after locking it instead of one long window to both lock and throw the card.
Context:Loaded Dice was giving Twisted Fate and his team a lot of hidden power without feeling individually impactful. The change fits more thematically with his kit and allows his passive to feel more noticeable by giving TF more gold on average over the course of the match.
The Pick a Card changes are intended to introduce more counterplay to the ability, as many players were locking their card within a second or two of shuffling, then sitting on the locked card for the rest of the duration to intimidate opponents. While these changes mean TF players have more time to utilize Pick a Card, they'll have a smaller window to act once they lock in their card.
Loaded Dice (Remade)

  • Upon killing a unit, Twisted Fate rolls his dice, gaining anywhere from 1 to 6 bonus Gold. Naturally, Twisted Fate has a higher chance to receive a larger bonus
Pick a Card

  • Now has 8 seconds to lock the card and 4 seconds to throw it instead of 10 seconds to do both
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Udyr


  • Spirit Guard Udyr has new death animations
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Vayne
Condemn

  • Fixed a bug where the cast range was longer than intended (650 instead of 550)
Final Hour

  • Cooldown increased to 100/85/70 from 70 seconds
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Warwick
Infinite Duress

  • Fixed a bug where damage would continue to be dealt after being interrupted by enemy champions
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Zac
Elastic Slingshot

  • Damage reduced to 80/120/160/200/240 from 80/130/180/230/280
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General Champion Changes

  • Champions with dash abilities will no longer be able to activate them while taunted (Jax's Leap Strike, Katarina's Shunpo, and Shen's Shadow Dash)
  • Champions that waste basic attacks or abilities on damage nullifying shields or absorption shields without breaking the shield (Kayle's Intervention, Poppy's Diplomatic Immunity, Morgana's Black Shield, Barrier, etc) will now be properly granted assists if that champion dies within the appropriate time frame
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ItemsMagic Resistance Items
Summary:A new magic resistance item has been added to the game in the form of a mid-level MR item that builds into Spirit Visage and Banshee's Veil.
Context:We wanted to reposition Magic Resistance as a personal stat as opposed to an aura-focused stat (see below for our Runic Bulwark updates). With these changes we specifically wanted to create more itemization options against sustained magic damage dealers in the mid game as well as create more options for tanks versus late game poke teams.
New Item: Spectre's Cowl

  • Recipe: Ruby Crystal + Negatron Cloak + 205 Gold = 1400 total Gold
  • +200 Health
  • +45 Magic Resist
  • UNIQUE Passive: Grants +15 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion
Spirit Visage

  • Recipe Changed: Spectre's Cowl + Kindlegem + 375 Gold = 2625 total Gold, up from 2200
  • Health increased to 400 from 200
  • Magic Resist increased to 55 from 45
  • Now additionally grants +20 Health Regen per 5 seconds
Banshee's Veil

  • Recipe Changed: Spectre's Cowl + Ruby Crystal + 875 Gold = 2750 total Gold, up from 2520
  • Health increased to 450 from 400
  • Magic Resist increased to 55 from 45
  • Mana reduced to 0 from 300
  • Additional UNIQUE Passive: Grants +45 Health Regen per 5 seconds for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks
Guardian Angel

  • Recipe Changed: Negatron Cloak + Chain Vest + 1310 Gold = 2750 total Gold, up from 2600
  • Magic Resist increased to 40 from 30
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Runic Bulwark and Locket of the Iron Solari
Summary:Runic Bulwark has been removed from the game. Aegis of the Legion now builds into Locket of the Iron Solari.
Context:We wanted to reduce the burden of buying an Aegis/Bulwark every game. By combining Aegis and Locket, we can more clearly push them into their strategic niche of team fight area-effect damage reduction items.
Aegis of the Legion

  • Combine cost reduced to 375 Gold from 625 (total cost reduced to 1900 Gold from 2150)
  • Health reduced to 200 from 250
  • No longer grants self-only Magic Resist
  • UNIQUE Aura ? Legion
    • No longer grants Armor
    • Magic Resist increased to 20 from 15
    • No longer grants additional bonuses to minions
Runic Bulwark

  • Removed from the game
Locket of the Iron Solari

  • New build path: Aegis of the Legion + 600 Gold = 2500 Gold
  • +300 Health
  • +20 Armor
  • +10% Cooldown Reduction
  • UNIQUE Active retained
  • Now grants UNIQUE Aura - Legion
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Blade of the Ruined King

  • Active Haste/Slow duration reduced to 3 seconds from 4
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Warden's Mail

  • Passive Slow duration reduced to 1 second from 1.5
  • Cost reduced to 1000 from 1100
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Randuin's Omen

  • Passive Slow duration reduced to 1 second from 1.5
  • Cost reduced to 3000 from 3100 (combine cost unchanged)
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Frozen Heart

  • Cost reduced to 2900 from 3000 (combine cost unchanged)
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New Icons

  • The following items have received new icons
    • Abyssal Scepter
    • Catalyst the Protector
    • Deathfire Grasp
    • Glacial Shroud
    • Haunting Guise
    • Hextech Revolver
    • Thornmail
    • Vampiric Scepter
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MapsSummoner's Rift
Jungle Monsters
Summary:All camps outside of buff camps will now spawn later in the game. Some experience has been moved back from the Ancient Golem and Lizard Elder to their Young Lizard spawns meaning junglers will have to fully clear the camp in order to hit level 2, and not just kill the buff monster.
Context:Our first jungle modifications in 3.8 were not quite enough to enact the changes we wanted, so we're pushing spawn timers even further to finish the job while fixing some other unintended side effects.
Junglers could completely cripple their enemy team counterparts ? especially early on ? without fully committing to confrontation by smiting the buff and escaping, or killing their opponent with the immediate level advantage. We like the importance of aggressive early game invades, but want to make sure there's an appropriate amount of risk involved.

  • Wraiths
    • Spawn time increased to 2:05 from 1:55
  • Wolves
    • Spawn time increased to 2:05 from 1:55
    • Giant Wolf
      • Base experience granted increased to 170 from 153
  • Golems
    • Spawn time increased to 2:05 from 1:55
    • Big Golem
      • Base experience granted increased to 160 from 137
  • Ancient Golem
    • Base experience granted reduced to 260 from 340
    • Base Health reduced to 1400 from 1500
  • Lizard Elder
    • Base experience granted reduced to 260 from 340
    • Base Health reduced to 1400 from 1500
  • Young Lizard
    • Base experience granted increased to 50 from 10
    • Base Health increased to 400 from 300
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Baron Nashor
Summary:Baron Nashor now takes less physical and magical damage from targets affected by Voracious Corrosion (the single target debuff he applies to whoever's tanking him) as opposed to directly reducing Attack Damage.
Context:Soloing Baron with sustained magic damage was too easy for a select few champions. This change makes things more consistent overall. A noted side effect is that teams who start fighting Baron will be at less of a disadvantage when engaged upon by the enemy team due to the fact that Voracious Corrosion no longer alters overall attack damage and instead only reduces damage directed at Baron Nashor. We'll continue to monitor this and act if it seems to be a significant problem.

  • VoraciousCorrosion
    • No longer reduces the target's Attack Damage by 50%
    • Now reduces the physical and magic damage the target deals to Nashor by 50%
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Turrets
Summary:Turrets are now harder to push down within the very early stages of the game. We've also corrected a minor bug that gave purple side inner turrets slightly more armor than intended.
Context:Due to the high global value of map objectives and the ease of taking down turrets in the early game with certain compositions, players ? particularly in competitive play ? have been entirely bypassing the laning phase. Ultimately we didn't want to completely eliminate this strategy but its prevalence was invalidating many champions who have high potential during the laning phase. These changes should introduce more risk into aggressive early-game objective-focused strategies without eliminating its viability completely.
For additional context, while the numbers might initially seem high (in particular the Purple Side Inner Turrets having 10 more armor than intended), Turrets begin the game with much more armor relative to champions so these changes are not as significant as they might first seem.

  • Outer turrets now gain 60 bonus Armor at the start of the game, which starts decaying after 4 minutes have passed and finishes decaying 4 minutes later
  • Outer turret base Armor increased to 60 from 54
  • Outer turrets no longer gain Armor over the first 8 minutes of the game
  • Fixed a bug where purple side inner turrets had 10 more Armor than intended
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Twisted Treeline and Crystal Scar
General Changes
Summary:Needlessly Large Rod and Deathfire Grasp have been removed from these map modes, with more mid-level AP items added in, including Liandry's Torment, Seeker's Armguard, and Moonflair Spellblade ? a mid-tier defensive AP item. Blackfire Torch now has the same active ability of Deathfire Grasp.
Context:This small-scale AP rework is intended to address AP survivability and viability in Twisted Treeline and Crystal Scar. Needlessly Large Rod (and, by extension, Deathfire Grasp) have been removed because it was unreasonably difficult to save up for on these maps. The addition of Moonflair Spellblade and Seeker's Armguard should help with early-mid game survivability.

  • Needlessly Large Rod removed
  • Deathfire Grasp removed
  • Liandry's Torment enabled
  • Seeker's Armguard enabled
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RETURNING ITEM: Moonflair Spellblade (Ranged Only)

  • Recipe: Seeker's Armguard + Negatron Cloak + 420 Gold = 2300 Total Gold
  • +50 Ability Power
  • +50 Armor
  • +50 Magic Resist
  • UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%
Blackfire Torch

  • Reworked: Blasting Wand + Fiendish Codex + 720 Gold = 2400 Total Gold
  • +80 Ability Power
  • +10% Cooldown Reduction
  • UNIQUE Active: Deals 20% of target champion's maximum Health in magic damage over 6 seconds and increases all subsequent magic damage taken by the target by 20% (60 second cooldown)
Wooglet's Witchcap

  • New Build Path: Seeker's Armguard + Blasting Wand + Amplifying Tome + 1045 Gold = 3500 Total Gold
  • Armor increased to 45 from 40
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Bug Fixes

  • Vilemaw now properly selects his melee attack for melee champions with more than 100 range
  • Vilemaw no longer twitches when players leave his lair
  • Lesser Wraith Health now properly scales with time
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GeneralChampion Search Tags
Summary:Now, champion search tags more accurately represent the team role each champion plays and better explains the recommended play style for a particular champion to new players. In future releases, we'll continue to refine these tags and how they appear in PvP.net. For more information on our changes, read morehere.

  • Champions will now be tagged with a single, primary role from the following:
    • Assassin, Fighter, Mage, Marksman, Support, Tank
  • You'll see these changes across PvP.net
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Ready Check
Summary:In order to get players into games faster, those that habitually fail to accept matched games will be temporarily removed from the queue. This should help players with longer queue times in addition to removing some fringe abuse cases.

  • Players that frequently fail a Ready Check will be given time-outs from re-entering the queue to prevent them from lengthening the queue times of other players
  • Normal play patterns (including missing a Ready Check every once in a while) will not trigger this penalty
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Chat

  • Fixed a bug where the /mute chat command did not work
  • Fixed a bug where you could not use the /mute @ChampionName chat command unless the target was on your friends list
 

Enzee

Trakanon Raider
2,197
715
Yea I was reading that.. kind of nerfs nunu jungle a little, but not too significant. You just can't steal first buff and walk out cause your lvl 2 now, but I wasn't doing that myself anyways.