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Triple Triad forum dupes - please ignore

Discussion in 'Triple Triad' started by vyeh, Apr 1, 2010.

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  1. Kitonja

    Kitonja Big Bad Ogre Ogre Warrior

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  2. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Yes, they look good :)
     
  3. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    Probably Andre Drummond right now.
     
  4. Jezic

    Jezic Elite Ogre Ogre Warrior

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    Welcome and have fun :)
     
  5. Jezic

    Jezic Elite Ogre Ogre Warrior

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    Welcome to the Forum ! :)
     
  6. Jezic

    Jezic Elite Ogre Ogre Warrior

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    Welcome to the Forum ! :)
     
  7. Jezic

    Jezic Elite Ogre Ogre Warrior

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  8. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    War Thunder is pretty cool, haven't gotten a chance to play lately but it's got great graphics, good physics and fun gameplay. Tanks are a neat addition too.
     
  9. Mysterio

    Mysterio BamBam

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    I just want my troops back.
     
  10. NegativeCreep

    NegativeCreep Big Brute Ogre Regular

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  11. DusanP

    DusanP Club Swinger New Ogre

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  12. Aaddron

    Aaddron Moderator Staff Member GameOgre Moderator

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    PS3 is much cheaper but PS4 has a much better future, honestly if you have the money I'd go with PS4 but saving money with the PS3 is probably not a bad way to go either, especially if you haven't owned a console this gen.
     
  13. DusanP

    DusanP Club Swinger New Ogre

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    Chat

    Hello, can you add me? :)
     
  14. cemex

    cemex Espion Ogre Veteran

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    RENGAR

    Passive - Unseen Predator
    STEALTH Rengar becomes visible mid-leap ⇒ at the beginning of the leap

    Q - Savagery
    BUGFIX Fixed a bug where the bonus damage from Savagery could crit
    COOLDOWN 8/7.5/7/6.5/6 seconds ⇒ 6/5.5/5/4.5/4 seconds
    DAMAGE 30/60/90/120/150 (+1.0 attack damage at all ranks) ⇒ 20/40/60/80/100 (+1.0/1.05/1.10/1.15/1.20 attack damage)
    REMOVED ATTACK SPEED BUFF 30/35/40/45/50% attack speed for 4 seconds
    BASIC ATTACK BUFF WINDOW 2 seconds ⇒ 3 seconds
    REMOVED UTILITY Usable on structures

    Q - Empowered Savagery
    DAMAGE 30/60/90/120/150 (+2.0 attack damage) based on skill level ⇒ 20-235 (+1.5 attack damage) based on champion level
    ATTACK SPEED BUFF +60/70/80/90/100% attack speed based on skill level ⇒ +50-101% attack speed based on champion level
    ATTACK SPEED BUFF DURATION Unchanged (5 seconds)
    NEW ATTACK DAMAGE BUFF +10% attack Damage for 5 seconds

    W - Battle Roar
    COOLDOWN 15/14/13/12/11 seconds ⇒ 12 seconds at all ranks
    DAMAGE Unchanged (50/80/110/140/170 (+0.8 ability power))
    BONUS ARMOR & MAGIC RESISTANCE +15/22/29/36/43 armor & magic resistance ⇒ +10/15/20/25/30 armor & magic resistance
    BONUS ARMOR & MAGIC RESISTANCE DURATION 3 seconds ⇒ 4 seconds
    NEW UTILITY Bonus armor & magic resistance increases by 50% per enemy champion or large monster hit (no cap)

    W - Empowered Battle Roar
    DAMAGE 50/80/110/140/170 (+0.8 ability power) based on skill level ⇒ 40-240 (+0.8 ability power) based on champion level
    MINIMUM HEAL 20 + (10 x level) ⇒ 12 + (4 x level)
    MAXIMUM HEAL 40 + (20 x level) ⇒ 75 + (25 x level)

    E - Bola Strike
    NEW UTILITY Targeted ability ⇒ Skillshot
    COOLDOWN 12/11/10/9/8 seconds ⇒ 10 seconds at all ranks
    DAMAGE 60/105/150/195/240 (+0.7 attack damage) ⇒ 50/100/150/200/250 (+0.7 attack damage)
    RANGE 575 ⇒ 1000
    MOVEMENT SPEED SLOW -50/55/60/65/70% movement speed ⇒ -60/65/70/75/80% movement speed
    MOVEMENT SPEED SLOW DURATION Unchanged (2.5 seconds)

    E - Empowered Bola Strike
    DAMAGE 60/105/150/195/240 (+0.7 attack damage) based on skill level ⇒ 50-340 (+0.7 attack damage) based on champion level
    ROOT DURATION 1 second ⇒ 1.75 seconds

    R - Thrill of the Hunt
    COOLDOWN 140/105/70 seconds ⇒ 120/95/70 seconds
    NEW UTILITY Rengar only gains movement speed when moving toward enemy champions
    MOVEMENT SPEED BONUS +20/25/30% movement speed ⇒ +15% movement speed
    NEW UTILITY After breaking stealth, Rengar gains +25/45/45% movement speed for 5 seconds
    NEW UTILITY After breaking stealth, Rengar gains 1 ferocity per second for 5 seconds
    NEW UTILITY Targets are alerted when Rengar is within 1000 range and stealthed, but do not gain vision of him.

    Bonetooth Necklace
    ITEM TYPE Basic item ⇒ Trinket (different versions for Warding Totem, Scrying Orb and Sweeping Lens trinket lines)
    COST 800 gold ⇒ Free
    TROPHY GAIN Unchanged (+1 per kill or assist)
    REMOVED DEATH PENALTY -1 stack on death
    REMOVED BONUS ATTACK DAMAGE +5 attack damage (+2 additional Attack Damage per level)
    3 TROPHY BONUS +10 armor penetration, +5% cooldown reduction ⇒ +25 movement speed out of combat and in brush
    6 TROPHY BONUS +25 movement speed ⇒ +125 Unseen Predator leap range, Tier 2 vision active
    REMOVED 9 TROPHY BONUS +150 Unseen Predator leap range
    NEW 12 TROPHY BONUS +5 seconds to Thrill of the Hunt duration
    REMOVED 14 TROPHY BONUS +3 seconds to Thrill of the Hunt duration, first ability used after Thrill of the Hunt generates an additional point of Ferocity
    NEW 20 TROPHY BONUS Thrill of the Hunt movement speed bonus doubled to +30% movement speed, Tier 3 vision active (Warding Totem version gains Greater Stealth Totem active)


    GRAGAS

    Passive - Happy Hour
    HEALTH RESTORE 2% max health over 4 seconds ⇒ 4% max health instantly
    NEW COOLDOWN 8 seconds

    Q - Barrel Roll
    NEW MOVEMENT SPEED SLOW 30/35/40/45/50% for 2 seconds
    COOLDOWN Unchanged (11/10/9/8/7 seconds)
    MANA COST 80/90/100/110/120 mana ⇒ 60/65/70/75/80 mana
    RANGE 950 ⇒ 850
    BASE DAMAGE 85/135/185/245/285 ⇒ 80/120/160/200/240
    ABILITY POWER RATIO 0.9 ⇒ 0.6
    REMOVED ATTACK SPEED SLOW -20/25/30/35/40% attack speed for 3 seconds
    NEW UTILITY Damage & slow increase by up to 50% over 2 seconds as the barrel sits out before detonation

    W - Drunken Rage
    COOLDOWN 25 seconds at all ranks ⇒ 8/7.5/7/6.5/6 seconds
    MANA COST Unchanged (No cost)
    NEW DAMAGE Gragas' next basic attack deals 20/50/80/110/140 (+0.3 ability power) plus 8/9/10/11/12% of the target's maximum health as bonus magic damage
    DURATION 20 seconds ⇒ 3 seconds
    DAMAGE REDUCTION Unchanged (10/12/14/16/18%)
    NEW UTILITY Gragas can now move at 80% movement speed while drinking
    REMOVED ATTACK DAMAGE BUFF +30/40/50/60/70 attack damage
    REMOVED MANA RESTORE Restores 30/40/50/60/70 mana

    E - Body Slam
    COOLDOWN 12 seconds at all ranks ⇒ 16/15/14/13/12 seconds
    MANA COST 75 ⇒ 50
    BASE DAMAGE 80/120/160/200/240 ⇒ 80/130/180/230/280
    ABILITY POWER RATIO 0.5 ⇒ 0.6
    REMOVED ATTACK DAMAGE RATIO 0.3/0.4/0.5/0.6/0.7
    UTILITY Cooldown reduced by 50% on unit collision ⇒ Cooldown reduced by 3 seconds on unit collision
    CROWD CONTROL 35% Movement Speed slow for 2.5 seconds ⇒ 1 second stun & slight knockback

    R - Explosive Cask
    COOLDOWN Unchanged (100/90/80 seconds)
    MANA COST Unchanged (100)
    BASE DAMAGE 200/325/450 ⇒ 200/300/400
    ABILITY POWER RATIO 0.9 ⇒ 0.7
    UTILITY Unchanged (Knocks back all enemies hit and grants vision of the area)


    GRAVES

    E - Quickdraw
    MANA COST 50 mana ⇒ 40 mana

    R - Collateral Damage
    COLLISION BONUS ATTACK DAMAGE RATIO 1.4 ⇒ 1.5
    EXPLOSION DAMAGE 140/250/360 (+1.2 bonus attack damage) ⇒ 200/280/360 (+1.2 bonus attack damage)

    HEIMERDINGER

    Q - H-28G Evolution Turret
    CANNON DAMAGE 15/22/29/36/42 (+0.125 ability power) ⇒ 12/18/23/29/34 (+0.150 ability power)
    BEAM DAMAGE 50/75/100/125/150 (+0.5 ability power) ⇒ 40/60/80/105/130 (+0.55 ability power)
    BEAM COOLDOWN 12 seconds ⇒ 16 seconds

    Q - H-28Q Apex Turret
    CANNON DAMAGE 90/110/130 (+0.33 ability power) ⇒ 70/90/110 (+0.3 ability power)
    BEAM DAMAGE 225/300/375 (+0.8 ability power) ⇒ 180/240/300 (+0.7 ability power)
    BEAM CHARGE PER CANNON ATTACK 2/4/6/8/10% ⇒ 20% at all ranks
    REMOVED UTILITY Spawns with a beam charge

    KHA'ZIX

    R - Void Assault
    BUGFIX Casting Flash no longer breaks Void Assault stealth
    NEW COOLDOWN BETWEEN CASTS 1 second

    R - Evolved Active Camouflage
    REMOVED DAMAGE REDUCTION Reduces turret damage


    LEE SIN

    W - Safeguard
    COOLDOWN 9 seconds ⇒ 14 seconds
    NEW UTILITY Cooldown reduced by 50% if cast on Lee Sin or an allied champion
    SHIELD DURATION 5 seconds ⇒ 4 seconds
    REMOVED UTILITY Lee Sin gains a shield when Safeguard is cast on non-champion units

    W - Iron Will
    DURATION 5 seconds ⇒ 4 seconds


    LEONA

    General
    BASE HEALTH REGEN/5 SEC 9 ⇒ 7

    W - Eclipse
    BONUS ARMOR & MAGIC RESISTANCE 25/35/45/55/65 ⇒ 20/30/40/50/60


    LULU

    E - Help, Pix!
    ENEMY FOLLOW DURATION 6 seconds ⇒ 4 seconds
    REMOVED MINION CAST Minions gain a shield
    BASE DAMAGE 80/130/180/230/280 ⇒ 80/110/140/170/200

    MISS FORTUNE

    Passive - Strut
    NEW UTILITY Bonus movement speed now displayed on buff icon

    Q - Double Up
    COOLDOWN 9/8/7/6/5 ⇒ 7/6/5/4/3
    MANA COST 70/75/80/85/90 ⇒ 43/46/49/52/55
    1ST TARGET BASE DAMAGE 25/60/95/130/165 ⇒ 20/35/50/65/80
    1ST TARGET ATTACK DAMAGE RATIO 0.75 ⇒ 0.85
    2ND TARGET BASE DAMAGE 30/72/114/156/198 ⇒ 40/70/100/130/160
    2ND TARGET ATTACK DAMAGE RATIO 0.9 ⇒ 1.0

    W - Impure Shots
    MANA COST 50 at all ranks ⇒ 30/35/40/45/50
    BONUS DAMAGE PER STACK 4/6/8/10/12 (+0.05 ability power) ⇒ 0.06 attack damage
    ATTACK SPEED BUFF +30/35/40/45/50% attack speed ⇒ +20/30/40/50/60% attack speed
    GRIEVOUS WOUNDS DURATION 3 seconds ⇒ 2 seconds

    E - Make It Rain
    COOLDOWN 15 at all ranks ⇒ 14/13/12/11/10
    MOVEMENT SPEED SLOW 20/28/36/44/52% ⇒ 25/35/45/55/65%
    VISION More closely matches the area of effect

    R - Bullet Time
    NEW UTILITY Passively increases the stack cap of Impure Shots to 6/7/8
    BASE DAMAGE 65/95/125 per bullet ⇒ 50/75/125 per bullet
    TOTAL BASE DAMAGE 520/760/1000 ⇒ 400/600/1000
    REMOVED BONUS ATTACK DAMAGE RATIO 0.35
    NEW UTILITY Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)


    RENEKTON

    R - Dominus
    BONUS HEALTH 300/450/600 health ⇒ 200/400/800 health
    MAGIC DAMAGE PER TICK 40/70/100 ⇒ 30/60/120


    TWISTED FATE

    W - Pick A Card
    CARD SELECTION WINDOW 8 seconds ⇒ 6 seconds
    CARD USE WINDOW 4 seconds ⇒ 6 seconds


    WUKONG

    Q - Crushing Blow
    ARMOR SHRED 30% at all ranks ⇒ 10/15/20/25/30%

    R - Cyclone
    ATTACK DAMAGE RATIO 1.2 per second (4.8 total) ⇒ 1.1 per second (4.4 total)


    ZIGGS

    General
    ATTACK RANGE 575 ⇒ 550
     
  15. Hazard47

    Hazard47 Ogre Newling

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  16. AngelOfTheLords

    AngelOfTheLords Big Brute New Ogre

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    [​IMG]
    Patch 4.5 notes

    It's mid season! That doesn't mean we'll be making dramatic changes a la the 2014 preseason, but it does mean we can make some larger systemic changes in areas where we could. You'll see this in places like the support item recipe cleanup and the addition of two foundational support items. While we're not planning to completely change the landscape, this does mean that supports will be able to keep pace when purchasing ability power items and, in the future we'll be able to build out more support itemization paths for those who want it.

    Also included in this patch are two gameplay updates (that's what we're calling 'em): Rengar and Gragas. Rengar's got some new tools to actually contribute to an ongoing team fight, while Gragas has traded some of his long-range barrel-sniping power for scrappy in-your-face brawlin' strength. Our overarching philosophy behind these two changes was mostly due to their binary gameplay, where both had clear success cases (usually involving the absolute destruction of a single target before they knew it) but, when they weren't succeeding, they were rarely allowed to contribute in meaningful ways. You can find out more details by reading below, but our goals were to provide more tools and, generally speaking, more cool things to do in a fight. Like belly slams.

    [​IMG]
    [​IMG]

    [​IMG]
    [​IMG]

    Gameplay Updates

    [​IMG]
    Rengar

    Rengar's received some buffs to his teamfight capabilities. Battle Roar is more effective the more people (or large monsters) he hits (there's no limit!) and empowered Bola Strike deals more damage and roots for longer (Bola Strike is also a long range skill shot). Thrill of the Hunt now only gives a speed boost for Rengar when he's chasing down his prey, but it now gives him tons of movement speed when he breaks out of stealth. In exchange, targets will be alerted when Rengar is stealthed and near leap range (he still won't be revealed). Ferocity abilities now scale independently of the base skill rank so they're always equal in power. Bonetooth Necklace is now a trinket (still offers vision) and doesn't stack attack damage, but it no longer loses stacks on death and yields additional utility as Rengar scores kills or assists.

    Overall, the Rengar rework set out to accomplish two goals: add more depth to his gameplay and allow Rengar to contribute meaningfully to team fights as a hunter of weaker targets. Old Rengar's problem was that he was binary in design - he either got ahead and blew up squishies without recourse, or he fell behind and split pushed indefinitely, relying on his stealth for safe escapes. On its own, split pushing isn't an unhealthy strategy, but Rengar could do it with few tradeoffs (especially given his split pushing speed). Ultimately we preserved the more skill-intensive parts of Rengar, like his ability to stalk foes while moving around the fight, and tuned down his less interactive power. Final point on Bonetooth Necklace: now that it's a trinket it can be positioned as a core progression item for Rengar rather than a risky snowball item slot. Tonight we hunt!

    [​IMG]
    [​IMG]
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    [​IMG]

    [​IMG]
    Gragas

    Gragas gained stronger close-combat abilities! Drunken Rage now empowers his next attack to deal additional magic damage (plus a large portion of the target's maximum health) and Body Slam stuns and knocks back stricken foes. In exchange, Graggy's lost some of his long-range damage in both Barrel Roll (although Barrel Roll now slows movement speed) and Explosive Cask. Gragas just makes more sense as a fat, scrappy brawler than a long-range...barrel...sniper?

    When we initially designed Gragas, we intended for him to be a drunken brawler who jumped into the fight to mess things up. As players began to master him, however, they focused more on his high ability power ratios and sniping potential while relying on Body Slam and Drunken Rage to get away. While we like to support emergent strategies for champions, playing Gragas like a long-range mage created some very imbalanced situations where either he could one-shot his opponents (success) or he couldn't (failure) and therefore became more sad than drunk. With this rework, Gragas should deliver on the core fantasy of a tanky drunkard who takes on his foes belly first.

    [​IMG]
    [​IMG]
    [​IMG]

    Champions

    Global Stat Changes
    Armor seals have become such a standardized rune that players have learned to play with - and around - them. These buffs are to compensate for that dependency.
    BASE ARMOR: All champions have gained +4 base armor

    [​IMG]
    Anivia

    Anivia's received a small quality-of-life buff to create a clear best use case (if you just want more damage) for Glacial Storm.
    R - Glacial Storm
    UTILITY: Now deals a tick of damage when cancelled

    Fiddlesticks

    Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad.
    Passive - Dread
    UTILITY: No longer affects champions who cannot see Fiddlesticks

    Graves

    Quickdraw costs less mana to use, Collateral Damage's explosion damage is now 80% of the impact damage.

    We're emphasizing the collateral part of Collateral Damage.
    E - Quickdraw
    MANA COST: 50 mana ⇒ 40 mana

    R - Collateral Damage
    COLLISION BONUS ATTACK DAMAGE RATIO: 1.4 ⇒ 1.5
    EXPLOSION DAMAGE: 140/250/360 (+1.2 bonus attack damage) ⇒ 200/280/360 (+1.2 bonus attack damage)

    Heimerdinger

    Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.

    The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret.
    Q - H-28G Evolution Turret
    CANNON DAMAGE: 15/22/29/36/42 (+0.125 ability power) ⇒ 12/18/23/29/34 (+0.150 ability power)
    BEAM DAMAGE: 50/75/100/125/150 (+0.5 ability power) ⇒ 40/60/80/105/130 (+0.55 ability power)
    BEAM COOLDOWN: 12 seconds ⇒ 16 seconds
    Q - H-28Q Apex Turret
    CANNON DAMAGE: 90/110/130 (+0.33 ability power) ⇒ 70/90/110 (+0.3 ability power)
    BEAM DAMAGE: 225/300/375 (+0.8 ability power) ⇒ 180/240/300 (+0.7 ability power)
    BEAM CHARGE: PER CANNON ATTACK 2/4/6/8/10% ⇒ 20% at all ranks
    REMOVED UTILITY: Spawns with a beam charge

    Kha'Zix

    Kha'Zix must stay out of stealth longer between casts of Void Assault. Evolved Active Camouflage no longer reduces damage from turrets when Kha'Zix is stealthed.

    We love seeing Kha'Zix players adapt to the changes to Evolved Active Camouflage. Unfortunately, the increased duration of Void Assault combined with extremely short between stealth windows meant that Kha'Zix was straight face-tanking abilities and turret aggro rather than swiftly moving in and out of fights. These changes let Kha'Zix's opponents have a way to respond when the bug is out hunting.
    R - Void Assault
    BUGFIX: Casting Flash no longer breaks Void Assault stealth
    NEW COOLDOWN BETWEEN CASTS: 1 second
    R - Evolved Active Camouflage
    REMOVED DAMAGE REDUCTION: Reduces turret damage

    Lee Sin

    Safeguard's cooldown will be cut in half if Lee Sin uses it on an allied champion or himself. In exchange, Safeguard's cooldown has gone up and will no longer give Lee a shield if he dashes toward a non-champion unit.

    Even though he was designed to be a high-risk early game champion, Lee Sin can get around making risky plays because of his high mobility and early game base power. We were considering some larger changes to give Lee more early game risk and a way forward into the end game, but your concerns that we would be heavily altering some of Lee's core play patterns (which wasn't our intent!) helped us decide that we should slow our roll. These changes mean Lee will need to take more risks in mobility but don't touch his overall power curve. They also give Lee a real reason to play with his teammates rather than inanimate wards.
    W - Safeguard
    COOLDOWN: 9 seconds ⇒ 14 seconds
    NEW UTILITY: Cooldown reduced by 50% if cast on Lee Sin or an allied champion
    SHIELD DURATION: 5 seconds ⇒ 4 seconds
    REMOVED UTILITY: Lee Sin gains a shield when Safeguard is cast on non-champion units
    W - Iron Will
    DURATION: 5 seconds ⇒ 4 seconds

    Leona

    The correct play against Leona in lane is to poke her down to make her engages riskier, but her high defensive stats and health regen were mitigating this a little too much. By reducing the bonus armor/magic resistance on Eclipse, Leona's a slightly more viable in-combat target. Plus, if she doesn't get a kill, that combat damage will stick harder.
    General
    BASE HEALTH REGEN/5 SEC 9 ⇒ 7
    W - Eclipse
    BONUS ARMOR & MAGIC RESISTANCE: 25/35/45/55/65 ⇒ 20/30/40/50/60

    Lulu

    Help, Pix!'s duration of staying on an enemy has been reduced (ally duration remains unaffected). Casting Help, Pix! on an allied minion no longer gives that minion a shield but still puts Pix on the minion. Help, Pix! deals less base damage at higher ranks.

    When we made our 2014 Season changes to supports, we wanted to make them feel good about buying AP items. For most supports we gave them forms of additional utility with smaller gains in damage, but Lulu ended up getting a lot in both categories. We actually like mid Lulu, but want to make sure that the reasons for choosing her weren't due to her low-interaction (and high-obnoxiousness) lane harass pattern where she can get instant damage with Help, Pix! before following it up with two high-powered guaranteed Glitterlances. Choosing Lulu as a solo mage champion over being a duo-lane support should come with strategic tradeoffs, but many players were choosing her regardless of team composition or enemy matchups. Ultimately we had to hit some of Lulu's high offensive power, but we're also committed to ensuring this doesn't have a huge impact on support Lulu (who actually comes with tradeoffs like no guaranteed farm or gold generation), so we'll look at ways to help support Lulu if she comes out too weak because of these changes.
    E - Help, Pix!
    ENEMY FOLLOW DURATION: 6 seconds ⇒ 4 seconds
    REMOVED MINION CAST: Minions gain a shield
    BASE DAMAGE: 80/130/180/230/280 ⇒ 80/110/140/170/200

    Miss Fortune

    Miss Fortune now has a meaningful mid to late game where she can deal more damage and scale harder (via Impure Shots and Bullet Time) from her early lane advantages. In exchange, MF's lost some of her lane bully power (reduced Double Up damage and lower early damage from Impure Shots).

    In the past, Miss Fortune's been seen as the go-to markswoman with a strong early game presence who transitions to high AoE power. As the landscape of League has changed, however, she's been left in the dust for both strengths, so we wanted to give her something of her own to get excited about. So while we did need to tune down some of MF's early game bullying, we did so to further highlight the shock and awe factor of Bullet Time and Impure Shots.
    Passive - Strut
    NEW UTILITY: Bonus movement speed now displayed on buff icon
    Q - Double Up
    COOLDOWN: 9/8/7/6/5 ⇒ 7/6/5/4/3
    MANA COST 70/75/80/85/90 ⇒ 43/46/49/52/55
    1ST TARGET BASE DAMAGE: 25/60/95/130/165 ⇒ 20/35/50/65/80
    1ST TARGET ATTACK DAMAGE RATIO: 0.75 ⇒ 0.85
    2ND TARGET BASE DAMAGE: 30/72/114/156/198 ⇒ 40/70/100/130/160
    2ND TARGET ATTACK DAMAGE RATIO: 0.9 ⇒ 1.0
    W - Impure Shots
    MANA COST: 50 at all ranks ⇒ 30/35/40/45/50
    BONUS DAMAGE PER STACK: 4/6/8/10/12 (+0.05 ability power) ⇒ 0.06 attack damage
    ATTACK SPEED BUFF: +30/35/40/45/50% attack speed ⇒ +20/30/40/50/60% attack speed
    GRIEVOUS WOUNDS DURATION: 3 seconds ⇒ 2 seconds
    E - Make It Rain
    COOLDOWN: 15 at all ranks ⇒ 14/13/12/11/10
    MOVEMENT SPEED SLOW: 20/28/36/44/52% ⇒ 25/35/45/55/65%
    VISION: More closely matches the area of effect
    R - Bullet Time
    NEW UTILITY: Passively increases the stack cap of Impure Shots to 6/7/8
    BASE DAMAGE: 65/95/125 per bullet ⇒ 50/75/125 per bullet
    TOTAL BASE DAMAGE: 520/760/1000 ⇒ 400/600/1000
    REMOVED BONUS ATTACK DAMAGE RATIO: 0.35
    NEW UTILITY: Each bullet applies a stack and procs the damage of Impure Shots (but does not apply Grievous Wounds)

    Renekton

    Dominus' health bonus and AoE magic damage are lower in early ranks and higher at later ranks.

    While we're very aware of the high strength Renekton brings to the lane, we're tackling his strengths carefully over time. Dominus was the best ability to look at first, because its high strength was giving the croc an almost guaranteed lane win once he hit level 6. This change also lets Renekton scale a little better into the late game so his early advantages can be built on.
    R - Dominus
    BONUS HEALTH: 300/450/600 health ⇒ 200/400/800 health
    MAGIC DAMAGE PER TICK: 40/70/100 ⇒ 30/60/120

    Twisted Fate

    We're finding a middle ground from our changes back in 3.10 to let Twisted Fate gank with a pre-picked card easier.
    W - Pick A Card
    CARD SELECTION WINDOW: 8 seconds ⇒ 6 seconds
    CARD USE WINDOW: 4 seconds ⇒ 6 seconds

    Wukong

    Wukong's armor shred on Crushing Blow now scales with level (starts out lower before ending up at his old value). Cyclone's total attack damage ratio has been reduced.

    Statistically, Wukong's performed very well since his launch, despite being played in a number of positions (top, mid, and jungle). Now that Wu's found a position that circumvents his natural weaknesses, we can tune some of his high damage - particularly when he comes roaring out of the jungle with raw offensive items. We considered other options but realized most didn't do enough to tackle his overbearing damage in the early ranks (as an example, removing the armor shred on Crushing Blow versus neutral monsters has minimal impact if you consider how much armor they begin with).
    Q - Crushing Blow
    ARMOR SHRED: 30% at all ranks ⇒ 10/15/20/25/30%
    R - Cyclone
    ATTACK DAMAGE RATIO:1.2 per second (4.8 total) ⇒ 1.1 per second (4.4 total)

    Ziggs

    Ziggs' attack range has been reduced.

    Ziggs has a super safe laning phase, even when he's constantly harassing his opponents with abilities and auto attacks. This change is to add a little more risk to Ziggs when he goes in for a hit.
    General
    ATTACK RANGE: 575 ⇒ 550

    Ahri

    Q - Orb of Deception
    BUGFIX: Fixed a bug where Orb of Deception wouldn't return if Ahri was dead or in stasis

    Blitzcrank

    Q - Rocket Grab
    BUGFIX: Fixed a bug that prevented Blitzcrank from using Thresh's Lantern while casting Rocket Grab.

    Jarvan IV

    Cataclysm should now be more reliable for Jarvan IV to land.
    R - Cataclysm
    UTILITY: The walled area is now centered between Jarvan and his target.

    Jinx

    R - Super Mega Death Rocket!
    NEW BUGFIX: Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
    NEW BUGFIX: If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown

    Malzahar

    Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.

    Passive - Summon Voidling
    NEW PRIORITY SYSTEM:
    Attack the target of Nether Grasp.
    Attack the nearest champion with Malefic Visions.
    Attack the nearest non-champion with Malefic Visions.
    Attack the nearest enemy.
    Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.

    Nami

    General
    RECOMMENDED ITEMS: Recommended Items have been updated

    Pantheon

    Passive - Aegis Protection
    BUGFIX: Now blocks any attack of a siege minion or large monster even if they don't meet the 40 damage threshold

    Talon

    R - Shadow Assault
    NEW UTILITY: Flash no longer breaks Shadow Assault stealth
    BUGFIX: Activating Noxian Diplomacy no longer breaks Shadow Assault stealth (attacking still breaks stealth as normal)

    Blue Trinkets

    Still in the process of making Blue Trinkets less sad. Maybe it's the color.
    Scrying Orb (level 1)
    VISION DURATION: 1 second ⇒ 2 seconds
    RANGE: 1500 ⇒ 2500
    Scrying Orb (level 9)
    VISION DURATION: 1 second ⇒ 2 seconds
    RANGE: 2500 ⇒ 3500
    Farsight Orb
    VISION DURATION: 1 second ⇒ 2 seconds
    RANGE: 3000 ⇒ 4000

    Spirit of the Elder Lizard

    We're a little concerned that Spirit of the Elder Lizard is skewing the landscape of the early jungle toward high damage champions who sustain (and thrive) thanks to their offensive prowess. We're still keeping a close eye on Elder Lizard, but are moving conservatively in the meantime.
    DAMAGE AMPLIFICATION VS. MONSTERS: 30% ⇒ 20%

    [​IMG]
    NEW Feral Flare

    It's finally here! Picking up after our 4.4 changes to Wriggle's Lantern, we wanted to introduce a new jungle item that "rounds out" the pool. Feral Flare specifically focuses on late-game farming in the jungle at the expense of meaningful early to mid game power.
    TRANSFORM Upgrades from Wriggle's Lantern after killing 25 large monsters
    ATTACK DAMAGE: +15 attack damage
    ATTACK SPEED: +35% attack speed
    UNIQUE PASSIVE AIM: Basic attacks deal 100 damage (reduced by 67% against champions) and heal 10 health on hit. Kills, assists, and large monster kills increase the damage by 3 and heal by 1.
    UNIQUE PASSIVE: +30% gold from monster kills
    UNIQUE ACTIVE: Places a stealth ward that reveals the surrounding area for 180 seconds (180 second cooldown)
    UTILITY: Ward cast range greatly increased versus normal ward cast range

    Support Itemization & Build Paths

    We've introduced two new foundational items for supports in the form of Aether Wisp (ability power, movement speed), and Forbidden Idol (mana regen and cooldown reduction). Several items have had their build paths strealimed (or changed) to accommodate.

    These changes are a mid-season followup to our 2014 Season Changes for supports and support itemization. We noticed that while we succeeded in giving supports more gold, we didn't give them enough itemization paths that paced well with their gold gain. With these new items, this means we can also look at support itemization in the future to offer more interesting choices.

    [​IMG]
    NEW Aether Wisp

    RECIPE: Amplifying Tome + 515 gold
    TOTAL COST: 950 gold
    ABILITY POWER: +30 ability power
    UNIQUE PASSIVE: +5% movement speed
    Lich Bane
    RECIPE: Sheen + Blasting Wand + 940 gold ⇒ Sheen + Aether Wisp + 850 gold
    TOTAL COST: Unchanged (3000 gold)
    Twin Shadows
    RECIPE: Amplifying Tome + Amplifying Tome + Null Magic Mangle + 730 gold ⇒ Aether Wisp + Fiendish Codex + 780 gold
    TOTAL COST: 2000 gold ⇒ 2400 gold
    REMOVED CRYSTAL SCAR & TWISTED TREELINE RECIPE: Amplifying Tome + Amplifying Tome + Null Magic Mangle + 530 gold = 1800 gold
    ABILITY POWER: +50 ability power ⇒ +80 ability power
    NEW COOLDOWN REDUCTION: +10% cooldown reduction
    REMOVED MAGIC RESISTANCE: +40 magic resistance
    ACTIVE COOLDOWN (SUMMONER'S RIFT & HOWLING ABYSS): 120 seconds
    ACTIVE COOLDOWN: (CRYSTAL SCAR & TWISTED TREELINE) 60 seconds
    NEW UTILITY: If the ghosts fail to find a target, they attempt to return to the caster. Each ghost that successfully returns to the caster reduces the cooldown of this item by 40 seconds (20 seconds on Crystal Scar & Twisted Treeline).

    [​IMG]
    NEW Forbidden Idol

    RECIPE: Faerie Charm + Faerie Charm + 390 gold
    TOTAL COST: 750 gold
    MANA REGEN/5 SEC: 8
    UNIQUE PASSIVE: +10% cooldown reduction
    Morellonomicon
    RECIPE: Amplifying Tome + Faerie Charm + Fiendish Codex + 765 gold ⇒ Fiendish Codex + Forbidden Idol + 630 gold
    TOTAL COST: Unchanged (2200 gold)
    Talisman of Ascension
    RECIPE: Nomad's Medallion + Faerie Charm + 955 Gold ⇒ Nomad's Medallion + Forbidden Idol + 585 Gold
    TOTAL COST: 2000 gold ⇒ 2200 gold
    MANA REGEN/5 SEC: 10 ⇒ 15

    Frost Queen's Claim

    COMBINE COST: 315 gold ⇒ 515 gold
    TOTAL COST: 2000 gold ⇒ 2200 gold
    ABILITY POWER: +40 ability power ⇒ +50 ability power

    Face of the Mountain

    COMBINE COST: 185 gold ⇒ 385 gold
    TOTAL COST: 2000 gold ⇒ 2200 gold
    HEALTH REGEN/5 SEC: 25 ⇒ 20
    HEALTH: +375 health ⇒ +500 health

    Will of the Ancients

    RECIPE: Hextech Revolver + Faerie Charm + Faerie Charm + 440 gold ⇒ Hextech Revolver + Fiendish Codex + 480 gold
    TOTAL COST: 2000 gold ⇒ 2500 gold
    ABILITY POWER: +50 ability power ⇒ +80 ability power
    REMOVED MANA REGEN/5 SEC: 10

    Aegis of the Legion

    RECIPE: Rejuvenation Bead + Cloth Armor + Ruby Crystal + Null Magic Mantle + 670 Gold ⇒ Rejuvenation Bead + Ruby Crystal + Negatron Cloak + 600 gold
    TOTAL COST: 1950 gold ⇒ 1900 gold
    NEW MAGIC RESISTANCE: +20 magic resistance
    REMOVED ARMOR: +20 Armor
    Locket of the Iron Solari
    RECIPE: Aegis of the Legion + 600 gold ⇒ Kindlegem + Aegis of the Legion + 50 gold
    TOTAL COST: 2550 gold ⇒ 2800 gold
    HEALTH: +300 health ⇒ +400 health
    NEW MAGIC RESISTANCE: +20 magic resistance
    REMOVED ARMOR: +20 Armor

    Warden's Mail

    RECIPE: Cloth Armor + Cloth Armor + 400 gold ⇒ Chain Vest + 280 gold
    TOTAL COST: Unchanged (1000 gold)

    Glacial Shroud

    RECIPE: Sapphire Crystal + Chain Vest + 230 gold ⇒ Cloth Armor + Sapphire Crystal + 250 gold
    TOTAL COST: 1350 gold ⇒ 950 gold
    ARMOR: +45 Armor ⇒ +20 armor
    MANA: +300 Mana ⇒ +250 mana
    Iceborn Gauntlet
    COMBINE COST: 700 gold ⇒ 750 gold
    TOTAL COST: 3250 gold ⇒ 2900 gold
    ARMOR: +70 armor ⇒ +60 armor
    Frozen Heart
    COMBINE COST: 550 gold ⇒ 650 gold
    TOTAL COST:2900 ⇒ 2600
    ARMOR: +95 armor ⇒ +100 armor
    ATTACK SPEED REDUCTION AURA: -20% attack speed ⇒ -15% attack speed

    Boot Enchantments

    Because Homeguard boots are so strong as a defensive item, we realized we needed to bring the offensive boot enchantments up to parity. Boot enchants should be an opportunity to personalize your play, so... have a few more choices!
    Enchantment: Alacrity
    MOVEMENT SPEED: +15 movement speed ⇒ +20 movement speed
    Enchantment: Captain
    COST: 750 gold ⇒ 600 gold
    APPROACHING ALLY MOVEMENT SPEED: +8% movement speed ⇒ +10% movement speed
    Enchantment: Distortion
    SUMMONER SPELL COOLDOWN REDUCTION: 25% ⇒ 20%
    NEW UTILITY: Increases Ghost movement speed to 40% from 28%
    NEW UTILITY: Grants +30% movement speed for 1 second after using Flash
    NEW UTILITY: Grants +30% movement speed for 3 seconds after successfully using Teleport
    Enchantment: Furor
    COST: 650 gold ⇒ 475 gold
    Enchantment: Homeguard
    FOUNTAIN HEALING: Instant full restore ⇒ Restores a portion of missing health and mana per second
    ACTIVATION DELAY: 8 seconds out of combat ⇒ 6 seconds out of combat

    Runes

    We promised rune balance changes for the 2014 season but when we took a deeper look we realized that we needed to do more fundamental work on the system itself. That said, we wanted to get a few balance changes in for the 2014 season, so we targeted midseason as the right time. We've heard a lot of feedback from players on the pains surrounding the rune system, and we'll be taking that into consideration in the future! It may not be a holistic fix right now, but these balance changes allow us to open up a little more diversity in rune choice. We've also made some compensation buffs for the two runes we nerfed.

    As a side note, we specifically tackled armor runes and lifesteal quintessences because they were becoming the "best in slot" choice for any champion that could use them. In the case of armor, the answer was "everyone," while lifesteal quintessences had a slightly narrower appeal. The buffs we made across other runes were to focus on adding more options without affecting any larger systems while also bringing some runes up to parity in terms of gold value.

    Seals

    Tier 3
    Greater Seal of Armor
    PER SEAL: +1.41 armor ⇒ +1.00 armor
    PER 9 SEALS: +12.69 armor ⇒ +9.00 armor
    SUPPLEMENTARY: Base armor of all champions increased by 4
    Greater Seal of Scaling Armor
    PER SEAL: +2.7 armor at lvl 18 ⇒ +3.00 armor at lvl 18
    PER 9 SEALS: +24.3 armor at lvl 18 ⇒ +27.00 armor at lvl 18
    Greater Seal of Health
    PER SEAL: +5.35 health ⇒ +8.00 health
    PER 9 SEALS: +48.15 health ⇒ +72 health
    Greater Seal of Scaling Health
    PER SEAL: +19.44 health at lvl 18 ⇒ +24.00 health at lvl 18
    PER 9 SEALS: +174.96 health at lvl 18 ⇒ +216.00 health at lvl 18
    Greater Seal of Health Regeneration
    PER SEAL: +0.43 health regen/5 sec ⇒ +0.56 health regen/5 sec
    PER 9 SEALS: +3.87 health regen/5 sec ⇒ +5 health regen/5 sec

    Glyphs

    Tier 3
    Greater Glyph of Scaling Cooldown Reduction
    PER GLYPH: +1.11% cooldown reduction at lvl 18 ⇒ +1.67% cooldown reduction at lvl 18
    PER 9 GLYPHS: +9.99% cooldown reduction at lvl 18 ⇒ +15% cooldown reduction at lvl 18
    Greater Glyph of Scaling Magic Resist
    PER GLYPH: +2.7 magic resistance at lvl 18 ⇒ +3.00 magic resistance at lvl 18
    PER 9 GLYPHS: +24.3 magic resistance at lvl 18 ⇒ +27.00 magic resistance at lvl 18
    Greater Glyph of Mana Regeneration
    PER GLYPH: +0.31 mana regen/5 sec ⇒ +0.33 mana regen/5 sec
    PER 9 GLYPHS: +2.79 mana regen/5 sec ⇒ +3 mana regen/5 sec
    Greater Glyph of Scaling Mana Regeneration
    PER GLYPH: +0.99 mana regen/5 sec at lvl 18 ⇒ +1.20 mana regen/5 sec at lvl 18
    PER 9 GLYPHS: +8.91 mana regen/5 sec at lvl 18 ⇒ +10.80 mana regen/5 sec at lvl 18

    Quintessences

    Tier 3
    Greater Quintessence of Cooldown Reduction
    PER QUINTESSENCE: +1.67% cooldown reduction ⇒ +2.50% cooldown reduction
    PER 3 QUINTESSENCES: +5.01% cooldown reduction ⇒ +7.50% cooldown reduction
    Greater Quintessence of Scaling Cooldown Reduction
    PER QUINTESSENCE: +2.5% cooldown reduction at lvl 18 ⇒ +5.00% cooldown reduction at lvl 18
    PER 3 QUINTESSENCES: +7.5% cooldown reduction at lvl 18 ⇒ +15.00% cooldown reduction at lvl 18
    Greater Quintessence of Attack Speed
    PER QUINTESSENCE: +3.4% attack speed ⇒ +4.50% attack speed
    PER 3 QUINTESSENCES: +10.2% attack speed ⇒ +13.50% attack speed
    Greater Quintessence of Life Steal
    PER QUINTESSENCE: +2% lifesteal ⇒ +1.5% lifesteal
    PER 3 QUINTESSENCES: +6% lifesteal ⇒ +4.5% lifesteal
    SUPPLEMENTARY: The offensive mastery, Feast, now restores 3 health on unit kill (up from 2)

    Masteries

    [​IMG]
    Feast

    Similar to our armor seal changes, lifesteal quintessences are a fairly standardized rune on certain champions, so we wanted to compensate for the change in specific cases.
    HEALTH ON KILL: 2 ⇒ 3

    [​IMG]
    Scavenger

    Completely unrelated buff here - we noticed that Scavenger's range was smaller than Ancient Coin (occasionally resulting in one granting gold while the other didn't), so we fixed it.
    RANGE: 900 ⇒ 1100

    Summoner Spells

    Exhaust

    Exhaust has fallen out of favor as Ignite has become the staple for kill lanes around the world. Additionally, the successful "use case" of Exhaust has grown more difficult as burst damage combinations become the norm (both through the current popular support roster and overall damage contributions in lane). These buffs to Exhaust are to give it a stronger defensive use case while also letting the player feel better about using it in a timely manner.
    ATTACK SPEED REDUCTION: -50% attack speed ⇒ -30% attack speed
    DAMAGE DEBUFF: -30% damage ⇒ -50% damage
    RANGE: 550 ⇒ 650

    Heal

    While the current live environment heavily favors all-in engagements, we wanted a summoner spell that could be reliably used for defensive lanes. These changes let us expand the scope of Heal so that it has more cool use cases and playmaking opportunities.
    COOLDOWN: 300 ⇒ 240
    HEAL: 90-345 ⇒ 90-495
    NEW UTILITY: Heals all allies in range ⇒ Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor)
    NEW CRAZY: Removes healing reduction effects on affected champions
    NEW CRAZY-AWESOME: Affected champions gain +30% movement speed for 2 seconds

    Ignite

    Partially to compensate for the Heal changes and because when you set someone on fire, that should make them real visible.
    VISION: Now grants vision of the target while ignited - does not reveal stealthed champions.

    Barrier

    We heard your feedback and have tuned up the uniqueness of the Barrier particle.
    VISUALS: Gold ⇒ Off-white

    Summoner's Rift
    Dragon
    Dragon now deals a percentage of the target's current health as damage (this goes up over time). Dragon's debuff now reduces total damage dealt by 20%. Dragon gains additional armor and magic resistance over time.

    In the mid to late game when champions have enough damage, taking the Dragon becomes a high value, low risk objective. These changes should help the Dragon scale better as a late game objective (rather than a quick gold boost).
    ATTACK DAMAGE: 145 ⇒ 110
    NEW BONUS ARMOR & MAGIC RESIST: +13 armor and +5.85 magic resist per level after level 9
    NEW % CURRENT HEALTH DAMAGE: 5% (+0.5% per level after level 9) current health as physical damage per attack
    NEW DAMAGE DEBUFF: -20% damage
    REMOVED ATTACK SPEED SLOW: -20% attack speed
     
    Last edited by a moderator: Apr 3, 2014
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