Pacov's place to enjoy the show.

I've locked/archived this thread/blog and have started a new discussion over here:  http://forums.demigodthegame.com/454943/

Please join me if you like.

 

 

 


 

 

Am I streaming


 

 

Well, I started a thread  back in August (https://forums.joeuser.com/411269/) that's seen a lot of activity and actually had quite a few good bits of information for new and old players alike.  I figure it's time to start a new thread and perhaps keep the OP up-to-date with useful information, etc.  Feel free to use this post for any LoL discussion, etc.

Super fast background:  I played a lot of Demigod as pacov/cheesuscrust.  Back in August 2011 or so, I started getting heavily involved in LoL and folks have been kind enough to chime in with tips and links to various sites that have been quite useful to me.  In addition, I've been able to keep up with folks that I've played Demigod with in the past and meet some new folks that play LoL and frequent these message boards. 

Here's some of the things I've learned in the previous thread:

 New Player tips

  • Play the tutorial.
  • Consider picking up the starter bundle.  It's 530 RP (that's about $4).  You get 8 champs unlocked, a 4 win IP boost and a 10 win XP boost.  It's a pretty good deal (used it recently on an alt account).  You can find it in the game store under bundles.
  • Riot gives you 400 RP as soon as you hit level 5.  It's enough to buy some skins, a boost, or a cheap character. 
  • Learn to last hit!  Last hitting is simply landing the last hit on creeps.  If you last hit, you get gold for that kill.  The number of creeps you have killed is tracked in a value called CS.  You can see this number in the top right hand corner of the ui or by pressing tab.  Here's a really simple tutorial re: last hitting if you are brand new - http://www.youtube.com/watch?v=LheiRB76x5g
  • Read some guides on any character you want to try out.  The recommended builds (what you see when you go to a shop) are not optimal.  The guides include item suggestions and skill orders.  These are very useful in learning decent ways to build characters
  • Use the rune combiner to get level 3 runes prior to level 20 if you like.  You will need 375 IP.  Buy any tier 1 rune that costs 15 IP.  You need to purchase 25 of these.  Click on your rune page.  In the bottom right hand corner there is a button called the Rune Combiner.  If you place 5 runes in there, you can get a random rune that is 1 tier higher (eg if you have 5 tier 1 runes, you will get 1 random tier 2 rune.  Anyway, the math works out such that you spend 375 IP ( buy 25 tier 1 15 IP runes) and you get 1 completely random tier 3 rune.  Some of the quintessences are 2k IP, so if you luck out and get one of those, you just won the lottery.  You can always keep the random tier 2 rune if you end up with something good and don't want to trade it out yet.
  • Consider setting aside IP for tier 3 runes (available at level 20 and above).  You can't purchase them with real money - only IP.  Keep that in mind.

Great site I visit every day for LoL related news - http://www.reddit.com/r/leagueoflegends

pacov's misc info

Here's a guide I made

pacov's Guide to Improving at League of Legends and Moving Up in Elo

k - so I'm just going to put down some of my thoughts.  I'm not amazing at this game, but I do certain things that improve my odds of winning in ranked and so far its panning out just fine (bronze 5 to gold 5 in about a month or so).  We all have varied skill levels, so some of this might be useful and some not.  Caveat complete.

Prerequisite- you need to know how to play every single role.  You don't have to be a god at every single role (more power to you if you are - I'm certainly not).  You need to be able to play at a serviceable level in every single role and excel at least at 1 role (preferably 2).  In my case, I'm good at support and adc.  I'm not great, but have serviceable mids and jungles and so so tops.  Knowing what you are good at and bad at is very important.  If you don't know, I can probably tell you - but you really should know...  Anyway, you need to have enough champs to make solid picks in any role and you need to be able to cover any role if it comes down to it.  I'll talk about how to get better at specific roles in a bit.

Champ select advice - Don't be the "fill" guy unless you really feel like you are awesome in all roles.  Call your preferred role immediately when you hit the lobby.  Say "adc pref."  Do this as soon as you hit the lobby.  Some people believe that if you call a role you magically get it.  This is stupid, but if you call something out, folks will often accomodate your request.  If you are feeling wishy washy for whatever reason, call out multiple roles in order of what you want to play - "adc/mid pref."  In my experience, you generally do not want to call support.  It's a very important role, but you want to be in a position to carry every single game if possible.  If you aren't calling out a role, you are hoping that other players can carry you.  If you are hoping that folks will carry you, you don't deserve to win.  You need to know your best roles and you absolutely should request them.

Solo or duo in ranked? - Well, my 1st thought here is that you should solo.  If you solo, you have to rely on yourself.  IMO - its a much bigger test of skill to play solo and win than to duo.  Do you want someone to carry you or do you really want to know that you are actually good?  That said, provided you have the right duo partner, you can increase your odds of winning quite a bit.  The simple math is that instead of having 4 teammates as unknown quantities, you only have 3.  If you have a good duo teammate, you know what you can expect.  When you duo, you get the most bang for your buck by having complimentary roles.  Support/adc is good; jungle/mid also works.  Even if you don't have direct symmetry in roles, if you are an amazing mid and I'm an amazing adc, our odds go up quite a bit if we both get those roles.  Our odds go way down if we can't get those roles and are forced to play out of positions that we are weaker.  For example, Bryff is a good mid.  If he duo's up with me, the only way he will get to play that role is for me to call mid, take it myself, and then put myself into a position like support where I can't carry out of (I'm always 1st pick, Bryff is always last pick when we duo)... that and I have to show the mid I'm picking at the start which means Bryff gets hard countered.  In short, we can expect that we will be a disadvantage when duo queuing.  Now, if Bryff queued up with someone at a lower elo than himself that was solid, he'd likely be 1st pick and be able to get mid and have a better chance of carrying the game.  Anyway, you need to keep in mind where you end up in pick order when duoing if you aren't looking to go adc/support.  If you want that, you can usually get it. 

How do you get better in roles that you are not good at? - Well, here's what I do.  And this is really what I do on a regular basis.  I think about what I'm good at and what I'm not good at.  For instance, I realized that I don't play any hyper carry ads.  So, I read up on hyper carries like vayne and kog maw.  I look for guides on how to build them (most adcs are the same btw ), I look for vids on how people play them (eg how do I all in with a specific champ - is there a combo - when do I all in - what's the best way for me to burst - how should I behave in lane with this champ).  Then, I fire up a custom game and try out the mechanics of whatever champ vs AI.  Usually I learn a few tricks during that custom on how to position myself, etc.  Then, I'm off to normal games where I'll request the role or character I'm trying out.  Now, people still report your for being awful in normals, but it really is where you need to try out characters to see if you are any good or not as the bots are useless for proving your skill level to yourself.  So, fire up that normal and ask to play a role (again - after you've tried out the champ against bots).  If you don't know anyone you are with and you are quite awful, I suggest muting everyone at the start of the game.  Then, do your best.  Continue with this until you feel like you have a serviceable skill level in whatever role.  And keep in mind what you need to work on.  For me, I noticed I didn't really have alot of mids for ranked, so I started practicing some with gragas against and karth.  That way, I'll be able to get the job done if I need to play mid.  The next thing I need to do is put more time into being better top lane. Again, because while I prefer adc/support, I might need to play top for the team.  So, best to be ready for it.  Put your time in and practice roles. 

One last thought - there are certain things you can generally expect in ranked.  1 - if you are 1st pick, you generally can call whatever you want.  Common knowledge, I'm sure - but I'll add - CALL WHATEVER YOU WANT.  2 - if you duo queue, you generally can lock down both adc and support.  It works best if your adc is 1st pick, ofc.  I've bumped into like 10 random dedicated supports in all of my games of LoL.  People generally aren't going to call support. So, if you are 1st pick and duo'd, just call adc and then your duo partner can almost always get support.

 

Lol King profiles for ranked tracking

I'm not going to update this regularly, so just consider it a snapshot (I'll add a date when I update them).  Anyway, I enjoy seeing folks progress through ranked and keeping tabs on that sort of thing from time to time. 

Snapshot updated 05/28/2014

 Character guides

Mid Ziggs by cow - http://www.lolking.net/guides/7906

Comments (Page 156)
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on Jan 13, 2013

Having a jungler essentially always occurs in games with level 30 players.  Therefore, you need to create an additional solo lane.  Top is preferable to bottom because you want 2 people in the lane closest to dragon.  You need those two people, otherwise the other team can exert superior dragon control, which is a significant advantage.

Pro teams will frequently invert top and bottom and go 2v1 top and 1v2 bot.  This is based on pre arranged champions that they can select and take advantage of the strange situation.  This also requires significant coordination to make sure that the dragon is properly protected.

 

Thanks.  This makes sense.

I definitely see glimpses of the other side of the wall.  On many games it is a matter of "if only.." when it comes to strategy.

I am also at the point where I am seeing the need for wards.  Early learning games they are not really needed because you don't have any idea what you are doing.  Recently - when I am ganked the first thing I think is that I wish I had a ward up...  but I often stay in a lane until 1500+ gold so I am not back to grab one...   I finally played a game with a good (to me) support Sona who started out with some wards.  Nice.

on Jan 13, 2013

I am digging Malphite

on Jan 14, 2013

probably the best juke vid i have ever seen.

off to bed - night all!

on Jan 14, 2013

I am digging Malphite

Malphs a great champ.  Strong initiator and really tanky.  He's banned in like 95% of the draft games I play though. 

on Jan 14, 2013

another snip from reddit:

I got gold in two accounts this season and from what I've seen if you follow some simple tips it shouldn't be too hard to get atleast 1400.

  1. People at this elo get caught out of position constantly. Suppose your friendly Darius at 22 mins is solo pushing the top lane when laning phase has ended. Entire enemy team is mia. You retreat ping him but he ignores and continues farming. Its your job now to rush to bot lane and start pushing that lane. Even if darius dies to 4 people ganking him, you push bot lane and get a tower. This is how you take advantage of retarded team-mates getting caught by entire enemy team. You rush to the opposite end of the map and push it and take turret down.

  2. Pay attention to your csing skills. If you're a laner you MUST get 150 cs by 20 mins and around 90-100 cs from jungle. If you can't cs like that then its your fault for losing the match. You wasted tons of gold by missing minions so don't qq abt your team-mates feeding.

  3. End the laning phase yourself, don't let enemy end it. Laning phase is commonly ended by 3 or 4 man collapsing at a tower and taking it down(most usually at bot). When you're around lvl9 to 12 you should be looking for mid and jungler to come bot and take bot tower as well as picking up kills so that laning phase is ended on your terms.

  4. Suppose a siege has started. 5 man defending a tower while other team trying to take it down. You should poke the people grouped under the turret till they drop low. Once they do go all-in. Conversely if you're the team grouped under the turret then don't wait till you are poked to death. As soon as the enemy uses an ability for example ahri q or nidalee q, engage immediately while their abilities are on cd.

  5. Do baron by pushing bot lane. If you shove bot lane, enemy team will be forced to send a person to clear that wave and hence you get 5v4 at baron. If they have an open inhib, take it down then wait for super minions to enter the base. Once they are there start baron. If enemy team comes to contest baron then super minions will take down their nexus turrets.

 

Keep in mind that those suggestions/tips are based on solo queue.  So, that rule number 1 applies quite a bit when you can predict what's about to happen.  And its quite specific to know that someone is overextended and there is nothing you can do for them.  Quite situational at any rate.  Some of those tips don't really work in solo queue, though.

Also - good article about the state of mid lane - good 'ol bryffs kass made the list http://www.rtsguru.com/game/435/article/4925/The-League-List-The-Top-AP-and-AD-Mid-Laners.html

 

 

on Jan 14, 2013

in house game live in about 3 min

http://www.twitch.tv/1pacov1

 

on Jan 14, 2013

yay - so we are hopefully developing a good trend with in house games.  We've gone from like 1 a month, to 3 a month, to apparently about 7 per 2 weeks.  Kudos to thunder for trying to make it happen more frequently.  Thanks for all the games tonight. 

I've mostly just been willing to play whatever, but I think we have no solid idea on how to handicap games based on player comp.  We've got the obvious adv for bans for those of us that play often (eg I can ban cows strong guys, ensure hedgie will be soso jungling, etc, because I know what they do really well).  And then it just comes down to team synergy.  I think one of my teams tonight actually did ok in lane, but blew it when it came down to team fights.  Our last game of the we were gelling pretty well re: strategies - and exploiting some bans at the start (I banned vi/xin - which made it so ed would have to play support as taric - and left karl with a choice (amumu banned by other team) of ww/udyr.  Karl goes ww and we flip top/bottom to dominate trouser knowing karl can't do anything meaningful until 6 to help top lane. 

Anyway, folks that know who everyone plays well have a slight adv there - but team battles are often omgbbq as a several of my new pals are soso and its really difficult to predict what they will do.

Anyway, was fun as per the norm.  Hope we can do it again soon.

on Jan 15, 2013

here is a really good support guide - up-to-date with season 3.  A good read even for experienced supports imo.

https://docs.google.com/presentation/d/1UZXpM4vXo2j8YjYzMsfD5kuZuvuxsPEkypFxHi2m1pA/pub?start=false&loop=false&delayms=0#slide=id.g77315ae7_8_75

 

on Jan 15, 2013

Morello makes some interesting comments re: the upcoming patch:

On reverting some of the heavy handed Diana nerfs from last patch:

"Yes, though I don't have line-item details. We'll not be fully reverting (we did want to nerf her from there), but finding the middle ground - we did overnerf her.'

Regarding Rengar and his Bonetooth Necklace:

"Different approach, but same idea - we overnerfed, though what we buff might be NEW buffs as opposed to rebuffing some of the nerfs."

Regarding armor being undervalued now that penetration is so easy to pick up and if Riot will take another pass at item prices

"For now, I believe that's the plan (my first day back, though the guys have been here the last couple weeks). I think we agree tuning of either the formula, costs, defenses, etc needs to happen."

Speaking to the possibility of a lower tier item with both Ability power and armor:

"For AP, we think there's an item gap here. Xyph and I were just chatting about this the other day. The goal is to give an AP/armor mid-tier item. It needs to let you start cloth/5 for keeping mid AD honest, build into a new late-game item (maybe not initially, but want to do it) and replace the chain vest in Z Hourglass."

On the subject of Warmogs armor being a "mid game monster" instead of a solid end game HP items:

"Warmog's is a nasty problem - I totally agree. Your diagnosis of this is fairly accurate too - the timing is the biggest issue here, something that's core to the item in a few ways.

I haven't had a chance to ask Xypherous his plan here - I will when I see him next."

On Crystalline Flask making top lane an absurd sustain war of starting flask + 7 pots:

"Agreed - we're hitting Flask this patch to help with this, I'm not certain it's enough, but it will definitely at least help."

Stolen from here:  http://www.surrenderat20.net/2013/01/morello-talks-patch-cycle-and-champion.html

 

on Jan 15, 2013

live with an in house game 1 min

on Jan 16, 2013

you know its a good game when pacov has to take 2 minutes after the game to privately ask if his support is angry at him. 

ah well - brutal, painful series of in house games for pacov.  He has decided to ban blitz 1st pick going forward. 

on Jan 16, 2013

patch notes for any that missed (early tomorrow morning)

hresh, the Chain Warden

  • Thresh is still undergoing PBE testing, and will be released at a later date. Stay tuned for more information on the Chain Warden!


Alistar

  • Base movement speed increased to 330 from 325
  • Headbutt
    • Range increased to 650 from 600


Amumu

  • Cursed Touch
    • Magic resist reduction reduced at later levels to 15/20/25 from 15/25/35


Annie

  • Disintegrate
    • Mana cost reduced to 60/65/70/75/80 from 60/70/80/90/100
  • Incinerate
    • Targeting cone is now attached to Annie
  • Molten Shield
    • Cooldown reduced to 10 seconds from 16
    • Duration reduced to 5 seconds from 8


Blitzcrank

  • Mana Barrier
    • Cooldown increased to 90 seconds from 60
  • Rocket Grab
    • Will now give vision when it hits a target


Cho'Gath

  • Feral Scream
    • Targeting cone is now attached to Cho'Gath


Corki

  • Gatling Gun
    • Mana cost reduced to 60/65/70/75/80 from 60/70/80/90/100


Diana

  • Pale Cascade
    • Orb detonation has been adjusted to better match Diana’s basic attack range
    • Shield duration increased to 5 seconds from 4
  • Lunar Rush
    • Cast range increased to 825 from 750


Evelynn

  • Hate Spike
    • Mana cost increased to 16/22/28/34/40 from 14/18/22/26/30
    • Bonus attack damage ratio increased to 0.5 from 0.4
  • Ravage
    • Damage reduced at later ranks to 35/55/75/95/115 from 35/60/85/110/135
    • Bonus attack damage ratio increased to 0.5 from 0.4
  • Agony's Embrace
    • Damage changed to 15/20/25% of the target's current health from 15/20/25% of their max health
    • Cooldown increased to 150/120/90 seconds from 120/90/60
    • Cast range reduced to 650 from 800


Ezreal

  • Base attack speed reduced to 0.625 from 0.665


Kassadin

  • Force Pulse
    • Fixed an issue where Force Pulse would sometimes fire backward after using Rift Walk.


Katarina

  • Base movement speed reduced to 345 from 350
  • Sinister Steel
    • Movement speed adjusted to 15/20/25/30/35% from 12/20/28/36/44%


Kennen

  • Basic attack has been retuned so it’s more responsive


Kha'Zix

  • Unseen Threat
    • Damage reduced at later levels to 15-190 from 15-220
    • Slow reduced to 25% from 35%
  • Taste Their Fear
    • Bonus attack damage ratio reduced to 1.5 from 1.6
    • Isolation bonus attack damage ratio reduced to 2.0 from 2.4


Lee Sin

  • Safeguard
    • Fixed a bug where the tooltip incorrectly stated that Lee Sin regained energy when the shield was broken
  • Iron Will
    • No longer grants armor while active
    • Life steal and spell vamp increased to 5/10/15/20/25% from 5/9/13/17/21%
  • Cripple
    • Slow amount reduced at earlier ranks to 20/30/40/50/60% from 30/37.5/45/52.5/60%
    • Range reduced to 600 from 800


Mordekaiser

  • Siphon of Destruction
    • Targeting cone is now attached to Mordekaiser


Nami

  • Base movement speed increased to 335 from 330
  • Aqua Prison
    • Cooldown reduced to 14/13/12/11/10 seconds from 16/14.5/13/11.5/10
  • Tidal Wave
    • Missile speed increased to 850 from 750


Rengar

  • Bonetooth Necklace
    • Now grants +5 Attack Damage
  • Unseen Predator
    • Fixed a bug where Rengar could leap while rooted
  • Savagery
    • Attack speed duration increased to 4 seconds from 3
    • Fixed a bug where Savagery could be used three times consecutively
  • Battle Roar
    • Empowered Battle Roar now heals for 60-400 (based on champion level) instead of 10% of his Rengar’s health
  • Thrill of the Hunt
    • Initial delay reduced to 1 second from 1.25 (still can be delayed up to 3 seconds)
    • Stealth duration increased to 7 seconds from 5


Riven

  • Base health regen reduced to 6 from 10.4
  • Health regen per level reduced to 0.5 from 0.9
  • Valor
    • Shield amount increased to 70/100/130/160/190 from 60/90/120/150/180
  • Blade of the Exile
    • Cooldown increased to 110/80/50 seconds from 75/60/45
    • Targeting cone is now attached to Riven


Shaco

  • Hallucinate
    • Controlling the clone no longer reveals Shaco in brush
    • Fixed a bug that prevented Shaco from casting Hallucinate for the rest of the game in certain circumstances


Syndra

  • Transcendent
    • Now increases range on Unleashed Power by 75 at max rank
  • Scatter the Weak
    • Cooldown reduced at later ranks to 18/16.5/15/13.5/12 seconds from 18/17/16/15/14


Talon

  • Noxian Diplomacy
    • Bleed damage reduced to 10/20/30/40/50 from 18/36/54/72/90
    • Bleed bonus attack damage ratio reduced to 1 from 1.2
  • Cutthroat
    • Fixed a bug where the damage amplification did not actually apply
    • Fixed an bug that sometimes caused Talon’s Rake to fire backwards after using Cutthroat.
  • Shadow Assault
    • Damage reduced at later ranks to 120/170/220 from 120/190/260
    • Bonus attack damage ratio reduced to 0.75 from 0.9


Udyr

  • Monkey's Agility
    • Now additionally increases Udyr's armor and magic resist by 4% per stack


Vi

  • Vault Breaker
    • Fixed a bug where Vault Breaker would sometimes not refund mana or cooldown when interrupted
    • Fixed a bug where interrupting Vault Breaker would sometimes render Vi unable to cast spells
    • Fixed a bug where Vault Breaker's stun duration was sometimes shorter than intended
    • Fixed a bug where Vi would sometimes stop attacking after hitting a champion with Vault Breaker
  • Excessive Force
    • Increased the responsiveness of Vi's attacks after using Excessive Force
  • Assault and Battery
    • Fixed a bug where targets could cast spells after being knocked into the air
    • Fixed a bug where characters with stealth could cause Assault and Battery to miss
    • Fixed a bug where damage was not applied to targets immune to disable effects


Ziggs

  • Short Fuse
    • The cooldown indicator now more accurately shows when Short Fuse is available.


Summoner's Rift

  • Jungle
    • Wraith
      • Base gold increased to 30 from 25
      • Base health increased to 1000 from 750
    • Lesser Wraith
      • Base health reduced to 150 from 250
    • Giant Wolf
      • Base gold increased to 55 from 40
      • Base health increased to 1100 from 900
    • Wolf
      • Base health reduced to 200 from 300
    • Golem
      • Base gold increased to 55 from 45
      • Base health increased to 1200 from 1000
    • Small Golem
      • Base health reduced to 300 from 500


Items

  • Item tooltips have been revised to improve consistency
  • Manamune
    • Attack damage increased to 20 from 10
  • Archangel's Staff
    • Ability power increased to 60 from 50
    • Mana charge amount increased to 6 from 5
  • Crystalline Flask
    • Cost increased to 345 from 225
    • Now restores 120 health and 60 mana over 12 seconds from 100 health and 40 mana over 10 seconds per charge
  • Mikael's Crucible
    • Can no longer target allied minions
  • Last Whisper
    • Combine cost increased to 1025 from 860 (total cost is now 2300 from 2135)
  • Hextech Gunblade
    • Spell vamp is now UNIQUE
  • Iceborne Gauntlet
    • Duration of slow field reduced to 2 seconds from 3
    • Slow percentage reduced to 30% from 35%
    • Slowing field now displays team color rings
  • Philosopher's Stone
    • Now correctly grants 5 gold per 10 seconds (was 4 gold per 10 seconds)
  • Enchantment: Homeguard
    • Homeguard now works immediately after purchasing the enchant
  • Spirit of the Elder Lizard
    • Now grants +10% cooldown reduction
  • Spirit of the Spectral Wraith
    • Ability power increased to 50 from 40
    • Cooldown reduction is no longer UNIQUE
  • Sanguine Blade
    • Combine cost reduced to 500 gold from 800
    • Attack damage increased to 65 from 60
    • Attack damage per stack increased to 6 from 5
    • Max stacks reduced to 5 from 7
  • Blackfire Torch
    • New recipe: Kage's Lucky Pick + Fiendish Codex + Haunting Guise
    • Total gold cost: 3950 (combine cost: 700)
    • Ability power increased to 80 from 70
    • Cooldown reduction increased to 20% from 10%
    • Now grants 10 mana regeneration per 5 seconds
  • Will of the Ancients
    • New recipe: Kage's Pick + Hextech Revolver
    • Total gold cost is now 2550 (combine cost: 585)
  • Twin Shadows
    • Ability power reduced to 40 from 50
    • Magic resist increased to 40 from 30
    • Movement speed increased to 6% from 5%
  • Banner of Command
    • Ability power reduced to 40 from 50
    • Now grants 10% cooldown reduction
  • Banshee's Veil
    • Combine cost increased to 600 from 490 (total cost is now 2610 from 2500)
    • Health increased to 400 from 300
  • Ninja Tabi
    • Once again reduces 10% damage from all basic attacks, rather than only champion basic attacks
  • Liandry's Torment
    • Health increased to 300 from 200
    • Ability power reduced to 60 from 70
  • Wooglet's Witchcap
    • New recipe: Blasting Wand + Blasting Wand + Chain Vest
    • Total gold cost: 3500 (combine cost: 1060)
    • Armor reduced to 40 from 50
  • Hextech Sweeper
    • New UNIQUE passive - Trap Detection: Nearby stealthed enemy traps are revealed
  • Grez's Spectral Lantern
    • Attack damage reduced to 20 from 25
  • Lightbringer - Remade!
    • New recipe: Grez's Spectral Lantern + Pickaxe
    • Total gold cost: 2425 (combine cost: 300)
    • +50 attack damage
    • +20 armor
    • +12% life steal
    • UNIQUE passive - Vanquish: Basic attacks have a 20% chance to deal 100 bonus magic damage (doubled for non-champions)
    • UNIQUE passive - Trap Detection: Nearby stealthed enemy traps are revealed
    • UNIQUE active: Cover s a target area in a stealth-detecting mist that grants vision for 10 seconds (60 second cooldown)


Masteries

  • Pickpocket
    • Now displays a buff timer after attacking to show the time before gold can be earned again


Twisted Treeline

  • Speed Shrine removed! There’s now a Ghost Relic in its place.
    • The Ghost Relic replenishes 94-315 health and a small amount of your ability resource. It also grants a brief speed boost.
    • The Ghost Relic spawns at 1:55 and respawns every 90 seconds.
  • New items now available
    • Lightbringer
    • Runic Bulwark
    • Ohmwrecker


Proving Grounds

  • New items now available
    • Blade of the Ruined King


Co-op vs. AI

  • Bots are now more likely to use activatable items.
  • Added Darius Bot to Co-op vs. AI on all maps.
  • Fixed a bug where Shen Bot wasn't casting Stand United.
  • Co-op vs. AI will now properly display as a co-op vs. AI match instead of a 5v5 pvp match.


Spectator

  • Gold totals with more than three digits will now include punctuation for easier readability
  • Directed camera positioning will now take the health bars for Baron and Vilemaw into account
  • Fixed a bug that could cause directed camera to focus on recalling champions even with no enemies nearby
  • Added spectator chat callouts for powerful items such as Athene's Unholy Grail and Blade of the Ruined King


Ranked

  • Added a new provisional medal for players and teams that are in their placement matches
    • All players and teams have been temporarily set to this medal in preparation for Season 3


UI

  • Improvements to the item shop
    • Holding the CTRL key while clicking on categories in the All Items tab will now select multiple categories, similar to using the check boxes
    • Fixed a bug where the item shop could show you as owning more of an item than you actually have
    • Fixed a bug where items in the recommended item pane would light up even if you couldn't afford the item
    • Fixed a bug where items that could not be sold were showing a sell value
    • Improved the responsiveness of double clicking to purchase items
    • Improved the performance of the item shop during various item updates (opening the item shop, searching, purchasing and selling)
  • Adjusted the graphics for the borders on vote tallies in the surrender display


General

  • Turrets
    • Now prioritize minions in the following order:
      • Player-owned minions (ex: Tibbers, Zyra Plants)
      • Super Minions, Cannon Minions
      • Melee Minions
      • Caster Minions
  • Added keybindings for Self Casting Items
  • Fixed keybinding for Show/Hide HUD
  • Changed the "Ended Killing Spree" chat messages to better indicate that the number shown is the total gold received for the kill
  • Fixed a bug where players couldn’t send chat messages at end of game
  • Fixed a bug where champions affected by near-sightedness (Graves's Smokescreen, Nocturne's ultimate) could attack their team mates
  • The Minimap has been improved:
    • Wards now show special icons on the minimap
    • Players are outlined in blue while recalling
    • Players are outlined in orange while using teleport
  • Teleport is now colored based on enemy/ally team
  • Fixed an issue that was causing player health bars and ultimate indicators in the team UI to update too slowly
  • Fixed an issue where purchasing a legendary item (ex: Runic Bulwark, Blade of the Ruined King) would consume all components of a lower tier instead of just those necessary for the recipe
  • Fixed a rare issue where certain spells (ex: Ezreal’s Mystic Shot) could land an unintentional critical hit
  • Hovering over your attack damage stat will display your champion's auto attack range
  • You may now unlock the game camera while holding down your mouse button on the minimap
  • Pinging a tower in the basic tutorial will no longer display an unlocalized string
  • The camera snap that occurs when you respawn can be disabled by setting "DisableCameraSnapOnRespawn=1" in Game.cfg
  • You now have a few extra seconds to finish a kill streak if the target is the last member of the team alive
  • Muting a player will now mute that player's emote sounds
  • Added teammate chat callouts for new items such as Sightstone, Mikael's Crucible and Ohmwrecker
  • Fixed a bug preventing buff durations from drawing on the target frame

 

 

Also - best gif ever - http://imgur.com/KLAHb

 

on Jan 16, 2013

Absolutely hilarious

on Jan 16, 2013

I think folks are going to like the QoL change to recall.  Should be particularly nice for junglers to easily see when folks are porting back, but a good change all around.  I'm curious how the jungle changes will impact things.  Extra gold is good, to be sure - I just wonder how much the added health on the creeps will actually impact aoe junglers. 

Other things - muting a player will also mute emotes - that's cool, methinks.  Wards showing up in the minimap as unique icons should be cool.  Be much nicer if these icons show the difference between sight/vision wards, but I don't think so. 

Anyone know what this does?   "Added keybindings for Self Casting Items."  I wonder if that means you can toggle sunfire cape?

The change to towers should be interesting, though I'm not 100% sure how much of a change it is.  Targeting high value targets makes sense anyway.

pickpocket showing when its able to be used again is a really nice QoL change.

on Jan 16, 2013

So, I read up on the new ranking system.  I'm guessing it will go live with the official launch of season 3, but no idea for sure.  I'm not all that concerned with the changes.  Think I will dislike not being able to see elo, per se, but I guess we'll have to see how things pan out. 

Random normal elo thoughts - I feel like I've been in the retard bracket semi frequently now.  I'm sure a few of the people I play with don't have really high normal elo, but the balance just seems off.  Frequently hitting games where we just stomp.  We should be hitting more challenging matches, but it feels like maybe 1 of 6 games is about right - 5/6 are just blatant mismatches. 

Man - fuck blitzcrank.  Still annoyed about that rubbish last night.  Ah well.  Both of those games we'd have been better off with any more standard supports.  Looking forward to firing up the game after the patch.  Hopefully no more eve bans required imo. 

I'm taking tomorrow off for my birthday, so I might stay up into the wee hours of the morning tonight.

another thing re: the new ranking system - the penalty for dodging is going up.  During the division/promotion series, a dodge will knock you out of the series completely.  You'll have to get another win and then start the series over.  The new ranked system will be live on pbe in a few days - so possibly this week or early next.  I'll do a few ranked on pbe to see how that pans out.

Last - been reading about graphical glitches post patch for people with radeon 7800... which I have.  So, hoping its not 100%.  Buggy ass game a good gift is not. 

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