Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

So, anyone playing League of Legends?

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,665
Location
Danzig, Potato-Hitman Commonwealth
4) I don't think Vlad is super-well designed.

Neither does Morello, he has stated a couple of times on the forums that he really dislikes the entire idea behind "get free gold" passives.
And yet after he said that they released Xerath with AP to Armor scalling passive.

Which they said they would change in the "near" future but as always the temporary solution lasts a lifetime.
 
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
Vlad's passive is perfectly reasonable when you compare it to the likes of Rammus. I don't get the chain of thought Riot has at all... but then again, I guess Riot qualifies as an indie company, and indie multiplayer games tend to be balanced VERY poorly because of developer bias.

Again: Fuck Morello. Send him to the gas chambers of fair Codexia.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,585
Isn't the whole point of passives like Xerath and Vlad's to encourage them going AP, since otherwise it wouldn't be a good option at all compared to spell pen/cooldowns + survivability? Though Vlad's works both ways and hp is good on pretty much any hero, so that part seems kinda lame/pointless.
 
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
Isn't the whole point of passives like Xerath and Vlad's to encourage them going AP, since otherwise it wouldn't be a good option at all compared to spell pen/cooldowns + survivability? Though Vlad's works both ways and hp is good on pretty much any hero, so that part seems kinda lame/pointless.

The reason why I play Vlad as a tank is because you don't have any excuse not to do so. The health gain from AP isn't enough to justify pure AP, but the health to AP bonus...

I'll sum it up briefly: Items which gives you both health and AP (RCS, RoA etc) go on Vlad in conjunction with items which grants both AP and armour/MR (Abyssal Scepter, the hourglass, etc). All of this (in combination with my runes and masteries) adds up to a champ which can trade blows with pure AP champs, come out on top, and soak their damage like a sponge. I've yet to meet an AP champ which can burst me down when I have three of first items.... even if said AP champ has the stupid hat of stupidity +2.

(It's worth noting that I played as Tankymir while I was doing ranked games as late as last month, but I stopped doing them since people are too fucking serious and I just want to have some fucking fun.)
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,585
Isn't the whole point of passives like Xerath and Vlad's to encourage them going AP, since otherwise it wouldn't be a good option at all compared to spell pen/cooldowns + survivability? Though Vlad's works both ways and hp is good on pretty much any hero, so that part seems kinda lame/pointless.

The reason why I play Vlad as a tank is because you don't have any excuse not to do so.

Well, the flip side of that is if the balance were tweaked the other way a bit too far, you'd just be saying "The reason why I never play Vlad as a tank is because you don't have any excuse to do so."

The basis of the passive is (I hope) to make an extra build style viable, not to make all other styles obsolete. All it needs to achieve that is the right numbers.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,716
Location
Copenhagen
The basis of the passive is (I hope) to make an extra build style viable, not to make all other styles obsolete

It does the latter, and if it didn't it would be broken (see oldold Vlad). I strongly, strongly disagree with SV's tankyvlad. It is subpar in all aspects.

All it needs to achieve that is the right numbers.

Nothing is impossible, but making a tank that scales damage on tankyness and vice-versa, or that scales damage on damage, is by definition an almost insurmountable balancing-job. We have all the champs to prove it: Old Kayle (ever see that late-game?), Oldold Jax, Oldold Vlad.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,716
Location
Copenhagen
Magical christmas land. You need to get extremely far into the game before the scaling you talk about becomes relevant, and by that time versus any decent team you need a void staff (which will come late).

Before that, you're not as dangerous as you could be is my claim, not to mention that you're not abusing your lane as much as you could. Tankyness is not worth much unless you force people to take heed of you.

But that's like, just my opinion, man.
 
Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
I don't know, man. My spells do a wicked amount of damage with only just the needlessly large rod during the early phases of the game. (Oh, and my tanky build has a void staff in it during the late phases.)

But yes, we'll agree to disagree on this one.
 

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,110
Patch notes are out:


New Skins in the Store:
Heartseeker Vayne
Subterranean Nautilus
Abyssal Nautilus

PVP.net v1.54
Co op versus AI
Added Ziggs, Master Yi, Nasus, Ezreal, and Nidalee to the bot roster
Players can now add many more of the Beginner bots to Custom Games
Spectator
Major item purchases will now be visually distinguished on the Scoreboard
Ranked Teams
Match History and End of Games stats for Ranked Teams are now accessible via the Team Profile
General
PVP.net will now wait for 8 seconds after a queue dodge before requeuing

League of Legends v1.0.0.134
Nautilus, the Titan of the Depths
Staggering Blow (Passive) – Nautilus’ first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.
Dredge Line - Nautilus throws his anchor forward. If he hits an enemy, he'll drag himself to his target and his target to him. If he hits terrain, he'll drag himself to the terrain and the cooldown is reduced.
Titan’s Wrath- Nautilus places a shield on himself that absorbs additional damage based on his maximum health. While the shield is active, Nautilus' attacks deal damage over time to units around him.
Riptide- Nautilus slams the ground, causing the earth to ripple out in waves. Each wave deals damage and slows the targets hit. This slow decays over time. Multiple waves that hit the same target deal reduced damage.
Depth Charge(Ultimate) – Nautilus launches a depth charge towards a target that picks up speed as it travels. This charge knocks up all enemies it encounters while traveling and explodes on impact, stunning the target and launching them into the air.

Ahri
Spirit Rush
The allied ultimate HUD indicator will now remain green until all 3 spell casts are used
Cooldown between casts increased to 1 second from 0.75
Cooldown increased to 110/95/80 seconds from 90/80/70

Alistar
Pulverize mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
Headbutt mana cost reduced to 70/80/90/100/110 from 70/85/100/115/130
Triumphant Roar mana cost increased at later ranks to 20/35/50/65/80 from 20/30/40/50/60

Cassiopeia
Fixed a bug where Miasma's slow was not stacking with many other slows in the game
Noxious Blast ability power ratio reduced to 0.8 from 0.9
Twin Fang damage reduced to 50/85/120/155/190 from 60/95/130/165/200

Gangplank
Parrley mana cost increased to 50/55/60/65/70 from 40/45/50/55/60
Raise Morale range reduced to 1200 from 1500

Heimerdinger
Fixed a bug where H28G Evolution Turrets could survive when Heimerdinger died if they were being teleported to

Irelia
Transcendent Blades' allied ultimate HUD indicator will now remain green until all 4 spell casts are used

Kennen
Thundering Shuriken cooldown increased to 8/7/6/5/4 from 7/6/5/4/3

Maokai
Vengeful Maelstrom's allied ultimate HUD indicator will now turn grey as soon as it is cast

Nunu
Fixed a bug where Absolute Zero's slow did not grant assists

Rammus
Defensive Ball Curl armor and magic resist values reduced to 40/60/80/100/120 from 50/75/100/125/150

Riven
Blade of the Exile's allied ultimate HUD indicator will now remain green until the shockwave cast is used

Ryze
Overload mana ratio reduced to 7.5% from 8%

Shen
Ki Strike
Damage increased to 10-112 (+10% bonus Health) from 10-95 (+8% bonus Health)
Cooldown is now reduced by 1.5 seconds whenever Shen attacks instead of 2 seconds when being attacked
Now grants Shen 10/20/30 energy when he Ki Strikes
Damage now scale correctly with all sources of bonus Health (% health runes, Juggernaut mastery)
Added a buff timer for Ki Strike's cooldown (like Ziggs' Short Fuse)
Vorpal Blade
Energy cost adjusted to 60 from 70/65/60/55/50
Damage adjusted to 60/105/150/195/240 (+0.6 ability power) from 70/105/140/175/210 (+0.75 ability power)
Heal effect changed to 6/10/14/18/22 (+2% of Shen's maximum Health) from 18/26/34/42/50
If Vorpal Blade deals the killing blow, it will now trigger 33% of the heal effect for Shen
Allied damaging spells can now trigger the heal effect, in addition to attacks (Vorpal Blade cannot trigger itself)
Feint
Feint duration increased to 3 seconds from 2.5
Energy cost reduced to 40 from 45
Shield amount adjusted to 70/120/170/220/270 (+0.6 ability power) from 50/100/150/200/250 (+0.75 ability power)
While Feint is active, Ki Strike’s cooldown reduction on hit is increased to 3 seconds from 1.5
Shadow Dash
Cooldown reduced to 10/9.5/9/8.5/8 seconds from 10
Energy cost increased to 120 from 120/115/110/105/100
Restores 40 energy per champion affected (rather than a flat 50 energy if you affect one)
Now deals 50/85/120/155/190 damage (+0.5 ability power) to Champions
Taunt duration adjusted to 1.5 seconds from 1/1.25/1.5/1.75/2
Shadow Dash now grants Shen 50% physical damage reduction from taunted targets
Stand United
Channel time increased to 3 seconds from 2.5
Shield duration reduced to 5 seconds from 7.5
Shield amount increased to 250/550/850 from 200/475/750

Shyvana
Fixed a bug where Flame Breath could shred the armor of shred-immune units (Dragon, Baron Nashor)
Dragon's Descent allied ultimate HUD indicator will now go grey immediately after using

Sona
Power Chord damage adjusted to 10 per level from 14 + 9 per level
Hymn of Valor passive attack damage and ability power aura reduced at earlier ranks to 4/8/12/16/20 from 8/11/14/17/20
Aria of Perseverance passive armor and magic resist aura reduced at earlier ranks to 3/6/9/12/15 from 7/9/11/13/15
Song of Celerity passive movement speed aura reduced at earlier ranks to 4/8/12/16/20 from 8/11/14/17/20

Soraka
Improved Soraka's basic attack to be more responsive
Starcall mana cost adjusted to 20/30/40/50/60 from 35/40/45/50/55
Astral Blessing mana cost adjusted to 80/110/140/170/200 from 90/110/130/150/170
Infuse
No longer affects Soraka when cast on allies and cannot be cast on self
Ally mana restore increased to 40/80/120/160/200 Mana from 25/50/75/100/125

Talon
Shadow Assault's allied ultimate HUD indicator will now go grey immediately after casting

Vladimir
Crimson Pact will now correctly work with all sources of bonus Health (% health runes, Juggernaut mastery)
Hemoplague damage amplification reduced to 12% from 14%
Tides of Blood healing bonus adjusted to 4/5/6/7/8% per rank from 8% at all ranks

Volibear
Fixed a bug where Majestic Roar could reduce minion movement speed to 0

Warwick
Eternal Thirst now deals 3-16 magic damage per stack, and restores an equal amount of health
Infinite Duress damage changed to 250/335/420 (+2.0 bonus attack damage) from 200/300/400 (+1.67 total attack damage)
Base attack speed increased to 0.679 from 0.644

Wukong
Cyclone's allied ultimate HUD indicator will now go grey immediately after using
Fixed a bug where Crushing Blow could reduce the armor of shred-immune units (Dragon, Baron Nashor)

Xerath
Arcane Barrage's allied ultimate HUD indicator will now remain green until all 3 spell casts are used

Zilean
Fixed a bug where Chronoshift could prevent a clone from expiring, allowing them to survive indefinitely until killed

Items
Sight Wards and Vision Wards now have a 0.5 second cooldown
Hextech Revolver spell vamp reduced to 12% from 15%

General
The disconnect notification will now only be shown to enemy players if a player disconnects and remains disconnected for 5 minutes. The message will continue to be shown without a delay for allied players.
Heal and Clarity summoner spells will now restore health/mana to the caster even if they are untargetable when the summoner spell is cast (Fizz's Playful/Trickster, Vladimir's Sanguine Pool, Zhonya's Hourglass)
Baron Nashor can no longer critically strike, but his base damage has been increased 10% to compensate
Updated Baron Nashor's character stats so that his attack damage reflects how much damage he actually deals
Kill messages in chat now have team colors and display who was slain
Added Colorblind colors for Morgana’s spell shield and Spectator pings
Fixed a bug where some particles would flicker unintentionally
Fixed a bug where kill indicators were missing golden borders
Co-Op Versus AI

Improved Ashe's use of Enchanted Crystal Arrow on long range targets
Sivir will no longer get Sanguine Blade on Summoner's Rift
Changed the disconnect adjustment to remove the Fighter instead of the Tank on Summoner's Rift
 

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,110
Enjoy it while it lasts, seems to be very powerful now and he will get nerfed when the whining begins. Warwick gets a nice buff that I think will give him more presence. The Vladimir nerf it's quite low.

As for supports, I think this is the death of Soraka, Sona gets hurt too and I think we're going to see more Alistar's after his changes.

Besides, I really like the general changes made, the 8 second delay in the autoqueue is awesome and the delay in the player disconnection announcement's also great.

And more nerfs to spell vamp, Riot wants their AP casters dead after their nuking.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,665
Location
Danzig, Potato-Hitman Commonwealth
Hextech Revolver nerf - and again riot is nerfing spell vamp, surprising? Hardly but IMO the problem is not in spell vamp itself but in the fact that some champions (kennen, morde and vlad) don't use mana which means they can stay in lane forever once they get revolver. Not to mention that it is pretty much pointless to harass them post-revolver which turns the lane into a stalemate at best for the lane opponent. Maybe just maybe riot should look at what makes those champions ridiculous with revolver rather than ruining it for everyone who didn't abuse it like hell?

Cassio nerfs - how about you nerf her bullshit mana cost reduction on the passive riot? I mean fuck even reducing it by one stack would be enough.
Kennen nerf - slap on the wrist although there is the revolver nerf, we'll see how this one goes. Doubt it will change much for all the solotops who can't do jack to kennen. There is a reason people say kennen is free elo.
Ryze nerf - :decline:, expected but still :decline:.
Rammus nerf - I wonder how many more times will they nerf him.

BATTLE SHEN RIDES AGAIN :incline: about fucking time riot!

Also if I am reading it right nautilus can snare with his first autoatack on a person, every 12 seconds. Odds are it is something like 0,5 sec but still that is something new and it sounds useful.

So when are they nerfing the clown? Not that I find him hard (he is more of an annoyance really with that built in flash+temporary invisibility) but I end up banning him because people in the 1300-1400 elo range can't be expected to not get ganked by him (same thing with kassadin). Because why should they ward our tribush or our jungle? I mean it's not like he can gank you from there. :M
 
Joined
Jun 27, 2010
Messages
717
"Heal and Clarity summoner spells will now restore health/mana to the caster even if they are untargetable when the summoner spell is cast"

Vlad gets a little nerf, then a buff to make up for it. All is good. :incline:
 

DakaSha

Arcane
Joined
Dec 4, 2010
Messages
4,792
man this new shen.. first game i went straight for that new spark thing (health + attack speed + help shens miserable farming) then berserker greaves (quicker ki strikes)
then they surrendered because i could 2v1 nautilus and ryze :smug: (was 3v3)

Gonna try him again... they prob blew badly but he really does real indestructible and he dishes out pain
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
This thread is second only to the Steam Sales and Best Thread Ever™ in number of replies in GG. Worrysome.

Does this make LoL the favourite non-RPG/non-Strategy game on the Codex? How do the die-hard DotA players feel about the measly 7 pages the DotA2 thread has managed to drum up?
 

DakaSha

Arcane
Joined
Dec 4, 2010
Messages
4,792
I think its just because it is evolving. everything has been said about other games. here we can argue about patches and new champs

so really its just the codex being the codex. only lol offers a constant supply of it
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom