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Patch 1.0.0.110 thoughts?

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Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Sun Jan 30 2011, 05:08

On the new patch

Personally I think it's ok as this could has been a problem with the high survivability. A lot of noobs will probably cry because they can't facecheck their brush as safely as before.

On the official forums people are crying like I have not seen for months on a patch that we have yet to see the full extent of and therefore could be rather small and thus rather insignificant changes for most people.

I have faith in Riot knowing better how to balance this game than me, even though I do not always agree to the decisions they make in patches.

What are your thoughts on the upcoming patch ( on what we know now)?

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Re: Patch 1.0.0.110 thoughts?

Post by Shaco on Sun Jan 30 2011, 05:53

this patch is ridicolous

nerf mana runes so u close the gap between having them and not having them
then why get them at all?

nerf rammus ? why because he can taunt OMG he has had that ability and never been op for like 10 patches

buff reneketon early and late game? ruining early/late game champs


less health? they already die quick enough - bet a crit from ashe at level 1 will drop annie below 50% hp
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Re: Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Sun Jan 30 2011, 06:25

Shaco wrote:this patch is ridicolous

nerf mana runes so u close the gap between having them and not having them
then why get them at all?

nerf rammus ? why because he can taunt OMG he has had that ability and never been op for like 10 patches

buff reneketon early and late game? ruining early/late game champs


less health? they already die quick enough - bet a crit from ashe at level 1 will drop annie below 50% hp

Well they will still make a significant impact I think, they are just not as mandatory as they were before. If they are utterly meaningless, I'm going to find something else on my caster. Maybe some more ap of sorts.

The rammus nerf might be a little needed, but that is more because he is very good at his job even compared to other tanks. But they have to be careful as any nerf on him will be a little buff to other tanks such as Shen that is already a very good tank.

The Hp thingy is the thing I'm most reluctant about as I do think people are dying quick enough, but that is for most champs. I think it should be more base hp nerfs/buffs so several champs as some already die quick enough. A good example is Annie as you already pointed out Smile

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Re: Patch 1.0.0.110 thoughts?

Post by FarSeerPT on Sun Jan 30 2011, 06:49

Sooo, singed's passive gets a nerf and... GARENS PASSIVE DOESN'T??!?
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Re: Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Sun Jan 30 2011, 06:54

FarSeerPT wrote:Sooo, singed's passive gets a nerf and... GARENS PASSIVE DOESN'T??!?

It does. IF he has health quints his max hp will go down, aka his passive is nerfed.

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Re: Patch 1.0.0.110 thoughts?

Post by FarSeerPT on Sun Jan 30 2011, 06:55

But singed gets hurt the most by all of this..
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Re: Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Sun Jan 30 2011, 06:59

FarSeerPT wrote:But singed gets hurt the most by all of this..

I don't see why?

Noone said that they would nerf manapool did they?
And the total manaregen should be around the same as always for those using runes.

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Re: Patch 1.0.0.110 thoughts?

Post by FarSeerPT on Sun Jan 30 2011, 07:07

First off, they said that singed's passive would get nerfed too.
Hp quints nerfed too.
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Re: Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Sun Jan 30 2011, 07:10

FarSeerPT wrote:First off, they said that singed's passive would get nerfed too.
Hp quints nerfed too.

Didn't hear that part. Might be why I couldn't understand xD

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Re: Patch 1.0.0.110 thoughts?

Post by Shaco on Sun Jan 30 2011, 07:33

singed is a perfectly balanced champion
Q could even use a buff from 0.3 ap ratio to 0.4 ap ratio
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Re: Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Sun Jan 30 2011, 12:24

Shaco wrote:singed is a perfectly balanced champion
Q could even use a buff from 0.3 ap ratio to 0.4 ap ratio

Might going to play him again, just want to see how this affects him first Smile

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Re: Patch 1.0.0.110 thoughts?

Post by FarSeerPT on Sun Jan 30 2011, 14:00

Shaco wrote:singed is a perfectly balanced champion
Q could even use a buff from 0.3 ap ratio to 0.4 ap ratio

And i would main him again Very Happy
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Re: Patch 1.0.0.110 thoughts?

Post by Shaco on Sun Jan 30 2011, 14:04

movequints on singed
gg
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Re: Patch 1.0.0.110 thoughts?

Post by Ramaladni on Mon Jan 31 2011, 08:38

I saw someone on the patch vid mention Strenght of Singed. My guess is that they meant the defensive tier 2 mastery called Strenght of Spirit.

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Re: Patch 1.0.0.110 thoughts?

Post by saryakan on Mon Jan 31 2011, 11:46

I find it hilarious how the noobs rage on the  forums, before even knowing the details of the patch.What we get from the preview is only a general direction.And although I liked my 800+ HP at game start with Amumu, I also think it will benefit the Meta, now that Health amounts at the beginning will be nerfed.And wth about Mana Rune Rage?! (Personly i don´t care, as I play mostly Chars without Mana or that don´t depend too much on their skills)Didn´t they say, they want to smoothen out the differences between having no Runes and having a full Tier 3 Runeset involving Manareg? Why does everyone assume Manareg. runes will be pointless now?Every patch since I played, noobs overreacted on the forums, but this time is just ridiculous.

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Re: Patch 1.0.0.110 thoughts?

Post by Lolkers on Mon Jan 31 2011, 11:50

I don't really care. I'll adapt to whatever patch they make. Raging on the forums won't change anything anyway so why bother?

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Re: Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Mon Jan 31 2011, 11:54

saryakan wrote:I find it hilarious how the noobs rage on the  forums, before even knowing the details of the patch.What we get from the preview is only a general direction.And although I liked my 800+ HP at game start with Amumu, I also think it will benefit the Meta, now that Health amounts at the beginning will be nerfed.And wth about Mana Rune Rage?! (Personly i don´t care, as I play mostly Chars without Mana or that don´t depend too much on their skills)Didn´t they say, they want to smoothen out the differences between having no Runes and having a full Tier 3 Runeset involving Manareg? Why does everyone assume Manareg. runes will be pointless now?Every patch since I played, noobs overreacted on the forums, but this time is just ridiculous.
¨


Yeah, they know nothing.

And many don't get that they are buffing basemana regen to compensate. People are like omg omg omg for no reason.

I have my doubts, but I'll atleast wait and see what he happens Smile

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Re: Patch 1.0.0.110 thoughts?

Post by Shaco on Mon Jan 31 2011, 12:35

with this new patch I will be able to nuke ppl down with Annie from full to zero without ignite o.0

ghost+flash annie, omg so op
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Re: Patch 1.0.0.110 thoughts?

Post by FarSeerPT on Mon Jan 31 2011, 13:29

Shaco wrote:with this new patch I will be able to nuke ppl down with Annie from full to zero without ignite o.0

ghost+flash annie, omg so op

off: I thought you stoped playing this game, wb Razz

Anyways, this patch will make a more skilled early game, imo.
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Re: Patch 1.0.0.110 thoughts?

Post by Rahbek er Gud on Tue Feb 01 2011, 06:40

And there came the notes and people are crying even more, even though they look very promising imo. Many small changes, but addressing some of the issues we have aswell as fixing a lot of bugs.

But hell. I they ruined the game by these I'm severely astonished.

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Re: Patch 1.0.0.110 thoughts?

Post by Shaco on Tue Feb 01 2011, 07:43

FarSeerPT wrote:
Shaco wrote:with this new patch I will be able to nuke ppl down with Annie from full to zero without ignite o.0

ghost+flash annie, omg so op

off: I thought you stoped playing this game, wb Razz

Anyways, this patch will make a more skilled early game, imo.

no
this patch just tells you
ALWAYS DORANS SHIELD
exception on akali

& yes i quitted still waiting for a reply on support (gg 1 week now)
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Re: Patch 1.0.0.110 thoughts?

Post by daveiv on Tue Feb 01 2011, 22:50

Akali

  • Twin Disciplines no longer deals bonus damage to towers
Well this is a bummer for akali.

Cassiopeia

  • Twin Fang range increased to 700 from 675

Great! A buff.... on a champ that should really be deleted. That 25 difference will make a world of good.

Ezreal

  • Rising Spell Force now has a particle to indicate the amount of stacks
  • Fixed a tooltip bug that stated Ezreal was gaining 15% per stack instead of 10%
  • Fixed a bug where some of Ezreal's spells were displaying incorrect text on cast
A bit more clarity on ezreals passive. Thats about it.

Galio

  • Resolute Smite's area of effect size and projectile speed have been increased slightly

Tiny buff on galio. Still not viable for un-pubstompy games.

Gragas

  • Fixed a bug where Barrel Roll was not properly drawing aggro from towers and monsters
And how many people play gragas after locket got removed??

Jax

  • Fixed a bug where Jax would lose health while leveling in some instances
Finally fixed this bug, shame that jax still isnt quite making it in terms of viability.

Katarina

  • Death Lotus

    • Base Damage per dagger increased to 50/65/80 from 40/50/60
    • Ability power ratio reduced to .25 from .3
    • Attack damage ratio reduced to .5 from .55


Nerf to katarinas endgame, which was possibly a bit strong; providing you didnt have any CC at all/wasnt saving any.

Miss Fortune

  • Fixed a bug where Strut sometimes wouldn't show a particle while active
  • Fixed a bug with Bullet Time where it would occasionally scale off
    of ability power instead of attack damage even though attack damage
    provided slightly more overall damage
Occasionally?? I thought that happened quite a lot (seeing MF ults do near to none damage a lot) and the strut not showing a partical fix is great for harassing that annoying *********** **** * ** * * * **

Mordekaiser

  • Fixed a bug with Iron Man where the tooltip said it had 5% decay but was actually 3%
  • Shield generation increased to 25/27.5/30% from 20/25/30%
YAY! Morde back to how it was... Expect QQ on forums but remember that he has no cc so he's still useless as onlytank.

Olaf

  • Fixed a bug where Undertow could not deal damage to the same target within 1 second of the previous hit
How about give him the old vicious strikes scaling again?

Rammus

  • Powerball slow duration reduced to 3 seconds from 4
  • Powerball slow percent reduced to 20/25/30/35/40 from 28/36/44/52/60
Less FP or Ban reason for rammus, still an extremely good tank and may have to consider lucidity boots to get skills off more often.

Renekton

  • Cull the Meek

    • Cooldown changed to 8 seconds from 12/11/10/9/8
    • Base damage increased to 60/90/120/150/180 from 40/70/100/130/160
    • Attack Damage ratio increased to 0.8 from 0.6
    • Healing reduced to 7.5% from 15% (Fury-enhanced heal unaffected)
    • Champion healing increased to 4x from 3x

  • Ruthless Predator cooldown reduced to 13/12/11/10/9 from 14/13/12/11/10
  • Slice and Dice armor reduction changed to 15/17.5/20/22.5/25% from 10/15/20/25/30
  • General

    • Health per level increased to 87 from 82
    • Base health increased to 513 from 508
    • Armor per level increased to 3.8 from 3.2
    • Base armor increased to 19 from 17.2

  • Fixed a bug where Renekton was gaining bonus attack damage while wounded
Renekton made viable! Nice. I'll still be banning him in ranked because of him being new & F2P.

Shaco

  • Fixed a bug where Deceive could be dodged
Thats handy. Wouldent mind boxes not taking you out of stealth though. Razz

Soraka

  • Astral Blessing

    • Base heal changed to 60/120/180/240/300 from 80/130/180/230/280
    • Ability power ratio reduced to 0.9 from 1
    • Buff duration reduced to 4 from 9
    • Armor buff increased to 20/35/50/65/80 from 15/20/25/30/35

  • Removed Innervating Locket from her tips
WTF nerf to soraka. The armor buff could have been changed to 15/20/25/30/35 Magic Resistance & Armor.

Teemo

  • Move Quick - Ability Rework

    • Passive - Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret
    • Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit

Nice a teemo buff. Not that he needed it at all.

Vladimir

  • Sanguine Pool

    • Slow percentage reduced to 40% from 50%
    • Slow duration reduced to 1 second from 1.5 seconds

  • Tides of Blood health cost reduced to 30/40/50/60/70 from 30/45/60/75/90
  • Fixed a bug where Vladimir would lose health when leveling in some instances
Instead of changing the extremely low cd on his q. Why not give him 6seconds at all levels on it, oh wait. Too busy messing around with his pool, gj riot.

Items

  • Boots of Speed now shows Ionian Boots of Lucidity as a build option instead of Ninja Tabi
  • Doran's Shield

    • Cost increased to 475 from 435
    • Armor increased to 9 from 8
    • Health regen per 5 seconds increased to 10 from 8

  • Doran's Blade

    • Cost increased to 475 from 435
    • Damage increased to 9 from 8

  • Doran's Ring

    • Cost increased to 475 from 435
    • Mana regen per 5 seconds increased to 5 from 4

  • Last Whisper cost increased to 2290 from 2090
  • Fixed a bug with Lich Bane where the cost was inadvertently increased and the mana gain lowered
  • Rabadon's Deathcap cost increased to 3600 from 3400
Rabadons once again increased in cost. Dorans shield, ring and blade cost increased so you cant buy one and a potion. You will see a lot more players with shields and a lot less with rings and blades.

Summoner Spells

  • Rally

    • Fixed a bug where Rally provided ability power whether or not you had the mastery
    • Fixed a bug where Rally was granting less ability power and attack damage than it stated
    • Each unit now gains ability power and attack damage based on the caster's level, rather than each individual unit's level

YAY! Rally; remove it. :S

Masteries

  • Strength of Spirit mana to health regeneration
    converted reduced by about 33% and clarified the tooltip to show that it
    was regeneration per 5 seconds
  • Meditation mana regeneration reduced by 40%
  • Veteran's Scars health reduced to 12/24/36/48 from 15/30/45/60
less health regen and health bank earlygame. Nice, will be seeing a lot less aggression in the first few levels (1-3).

Runes

  • Clarity Runes reduced in effectiveness by about 33%
  • Quintessences of Fortitude reduced in effectiveness by about 20%
Once again less base health and mana regen for those who actually take the masteries / quints.

General

  • Fixed several spells that did not preload properly, causing a delay the first time used in game
  • Adjusted many champions' PVP.net attack, defense, spell, and difficulty ratings
  • Removed many PVP.net tags (like heal, stun, and pet) and made the remaining tags more accurate
  • Updated many Champion's recommended item lists
  • All Champions with mana had their base mana regeneration increased
    by 2.5 mana per 5 seconds and mana regeneration per 5 seconds per level
    increased by 0.2
  • Dragon is now immune to disables
What tedium. Pretty interesting patch will have to see how it goes tbh. Dragon being immune to disables is silly, how about making blitz's grab only target players?

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Re: Patch 1.0.0.110 thoughts?

Post by FarSeerPT on Wed Feb 02 2011, 03:47

LOLOL

Yes make blitz's grab only target players please, then every blitz would win the game. :DD
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Re: Patch 1.0.0.110 thoughts?

Post by daveiv on Wed Feb 02 2011, 12:01

FarSeerPT wrote:LOLOL

Yes make blitz's grab only target players please, then every blitz would win the game. :DD

If you have a skilled crank on your team, the games practically won anyway.

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Re: Patch 1.0.0.110 thoughts?

Post by FarSeerPT on Wed Feb 02 2011, 12:03

yep, i'm skilled blitz then Razz
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