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Liraiyu wrote on 2011-02-27 03:31
Ok, I need a .gif of Phreak doing that little dance at the start NOW.
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Shirayuki wrote on 2011-02-27 03:49
Quote from mastacheff;351598:
OMGSH LEARN2TEAMPLAY ONLY 5 ASSISTS RAGE RAGE RAGE RAGE
But dayum I honestly wish I had that kind of luck sometimes x.x
It's not luck, I consistently get over 7 kills per game in ranked, and consistently over 13 in normal :p
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Intex wrote on 2011-02-27 06:15
[video=youtube;zj6SzK1DtAI]http://www.youtube.com/watch?v=zj6SzK1DtAI&feature=mfu_in_order&list=UL[/video]
New patch preview video. Major goal is to shorten the game time. I'll list/summarize the proposed changes down below.
Minions waves after 20 minutes will contain a cannon minion every two waves, rather than every three. This will make minion waves push harder.
Death timers will be reduced. This is to encourage players to play less cautiously for a less passive early game phase.
Turrets will have 20% more armor penetration and lower base damage. This is because tanks with a large amount of armor made turrets become useless, but they wanted to keep the towers around the same damage for other champions.
Urgot "bug" fix. His lock on missiles (after marking with E) are being decreased 350 range. This is because the extreme long range is considered to be overpowered.
There is also an extra thread from Zileas
http://www.leagueoflegends.com/board/showthread.php?t=545054
Today, 06:53 PM
We are making some changes in the next patch to reduce the time it takes for summoner's rift games to complete. Our goal was to make game times go down in general, but also make sure that games that aren't close are ending more quickly. Some of the tweaks were also to normalize the effectiveness of towers a bit against very high armor characters. Being dived by someone that basically ignores towers is lame. Being 3 shot by a tower from half health can also be frustrating.
So we are making a few changes. Here they are (generally) along with the justifications.
- Cannon and melee minions gain more magic resist with time than before. This makes it harder to clear them quickly with spell AE later in the game when a push is occuring.
- Cannon and ranged minions have more armor increase with time than before. This has a similar justification, but against physical clearing. Turret armor penetration offsets some of this.
- Cannon minions spawn more frequently after 20 minutes. They are a key pushing tool, so we wanted them around more often.
- Cannon minion and super minions have a higher degree of turret resistance, to aid in turret pushing over time.
- Minions hurt turrets more than before -- I believe it is between +30 and +60%.
- Turrets deal a bit less base damage to champions, but penetrate armor better. This means that their effectiveness vs characters is less dependent upon armor in either direction.
Extra FAQ
Q: Won't this just make the game an early push fest?
A: Early game pushing will be a bit easier, but much of these changes are isolated to later in the game, and tower diving is now more difficult early game. Both of these inhibit early game pushing somewhat.
Q: Won't this hurt my IP gains?
A: Actually, it increases them in terms of average IP per hour. The shorter games are, the higher your rate of IP generated per minute, since completion of a game gives a fixed bonus of IP (+18 for wins, +16 for losses). Therefore, next patch will run a higher average IP-per-minute than this patch.
Q: How does this make 'not close' games completely more quickly?
A: Because it is easier to push, small advantages where you prevail somewhat in a team fight will more consistently result in tower destruction.
Q: What will you do when a high elo player makes a thread declaring minions the new FOTM
A: We will ignore it, and then stealthily nerf items that the purple caster minion tends to buy to adjust.
This quote on the second post of that thread really sums up my feelings about their recent IP/XP and game time changes/goals.
But wait, didn't you just say before that you were focused around IP on average, instead of per hour? If you want to increase IP per hour, then set it back to the old system. It IS a buff in terms of the new IP system (which gives a higher IP/hour for shorter games), but is a hard nerf if you're still comparing to the old one (which gave a set IP per game). The issue here, is that you were changing the system because you felt people were being "jipped" when they had long games. Since you're shortening the game length, then why do you still feel the need to use the less-efficient-with-short-games IP system?
I understand that you did it to balance for new maps, however it could be balanced better than it is considering you're shortening the average game length. On the Bell Curve, I understand that you're shifting the mean to the left in terms of game length. In this case, can we understand that there will also be a shift to the left from IP gains?
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Shanghai wrote on 2011-02-27 21:16
Quote from Intex;352382:
[video=youtube;zj6SzK1DtAI]http://www.youtube.com/watch?v=zj6SzK1DtAI&feature=mfu_in_order&list=UL[/video]
New patch preview video. Major goal is to shorten the game time. I'll list/summarize the proposed changes down below.
Minions waves after 20 minutes will contain a cannon minion every two waves, rather than every three. This will make minion waves push harder.
Death timers will be reduced. This is to encourage players to play less cautiously for a less passive early game phase.
Turrets will have 20% more armor penetration and lower base damage. This is because tanks with a large amount of armor made turrets become useless, but they wanted to keep the towers around the same damage for other champions.
Urgot "bug" fix. His lock on missiles (after marking with E) are being decreased 350 range. This is because the extreme long range is considered to be overpowered.
There is also an extra thread from Zileas http://www.leagueoflegends.com/board/showthread.php?t=545054
This quote on the second post of that thread really sums up my feelings about their recent IP/XP and game time changes/goals.
B-b-b-ut I already posted this! ;~; Check the last page. Well, it doesn't have all the detailed specifics. So you win this time. >:L
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Liraiyu wrote on 2011-02-28 05:17
THE NEW CHAMP
TAKE MY IP RIOT, OR IF HE HAS A GOOD SKIN POSSIBLY MY MONEY. TAKE IT ALL.
Seriously though, if they don't make him terribad or give him a really lame voice, day 1 buy and new main.
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Mrlucky77 wrote on 2011-02-28 15:45
Quote from Tender;353422:
THE NEW CHAMP
TAKE MY IP RIOT, OR IF HE HAS A GOOD SKIN POSSIBLY MY MONEY. TAKE IT ALL.
Seriously though, if they don't make him terribad or give him a really lame voice, day 1 buy and new main.
Apparently his ult is gonna be very similar to poppy's.
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Jarvan IV wrote on 2011-03-01 00:15
Lux, her lasers go PEW PEW PEW.
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Mrlucky77 wrote on 2011-03-01 04:27
ALL POSITIVE RATIOS AND VICTORIES GET!
[Image: http://i738.photobucket.com/albums/xx23/hellokmj/fullpage.jpg]
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Mrlucky77 wrote on 2011-03-01 04:45
DOUBLE POST GO!
[video=youtube;RgOdf3x24qA]http://www.youtube.com/watch?v=RgOdf3x24qA&feature=player_embedded[/video]
League of Legends and PVP.net will be updated during scheduled maintenance on 3/1/2011 from 1:30 AM until 11AM PST.
New Skins in the Store
* Commando Jarvan
* Dragon Slayer Jarvan
* Hextech Anivia
* Loch Ness Cho’Gath
PVP.net v1.30.17
* The Login Queue will now update your position more regularly
* The Login Queue will no longer lock the focus of the application
* You can now disable the Music at the main login page
* Clickable URLs can now be sent via player to player chat
* Updated the splash art for Twitch, Evelynn, Katarina, and Annie
* Fixed several bugs with the Login Queue
* Fixed a bug where your IP/RP balance would display incorrectly as 0
* Fixed a bug where Summoners would display as Level 1 before displaying their correct Level and Rating
* Fixed a bug where the display style for the Buddy List was overly dark
* Fixed a bug where the Recently Purchased section of the Profile was working incorrectly
League of Legends v1.0.0.112
Jarvan, the Exemplar of Demacia
* Dragon Strike: Jarvan IV charges through his opponent, dealing physical damage and lowering their armor by a %. This will pull Jarvan IV to a Standard if it encounters one, knocking up all enemies in his path.
* Golden Aegis: Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies. Triggers automatically if damage would reduce Jarvan below 300 Health if it is not on cooldown.
* Demacian Standard: Passively grants Jarvan bonus attack speed and armor. Active: Throws a Demacian flag, dealing physical damage and granting passive benefits to nearby allies.
* Cataclysm (Ultimate): Jarvan IV heroically leaps at his target, dealing physical damage and creating a circle of terrain around them for a few seconds.
* Martial Cadence (Passive): Jarvan IV exploits his target's opening, dealing 8% of the target's current HP as magic damage. This effect cannot occur on the same target for 6 seconds.
Anivia
* Glacial Storm initial mana cost decreased to 75/125/175 from 100/150/200
Caitlyn
* Ace in the Hole
o Projectile speed increased to 3200 from 2200
o Range increased to 1600/1900/2200 from 1400/1800/2200
o Initial cast time leading up to the channeling time has been significantly decreased
Ezreal
* Trueshot Barrage now scales with bonus attack damge at a 1.0 ratio
Garen
* Decisive Strike
o Movement speed boost increased to 3 seconds from 2
o Total duration available to proc the silence and hit reduced to 6 seconds from 7
o Bonus damage ratio increased to 150% from 120%
* Judgment cooldown reduced to 14/13/12/11/10 from 15/14/13/12/11 seconds
Janna
* Monsoon no longer slows enemies who re-enter the storm
Karma
* Heavenly Wave base heal increased to 35/55/75/95/115/135 from 30/45/60/75/90/105
* Spirit Bond cooldown reduced to 15/14/13/12/11/10 from 20/18/16/14/12/10.
* Soul Shield Increased the shield strength by 10 at all ranks.
* Mantra cooldown reduced to 25 seconds from 30 seconds.
LeBlanc
* Ethereal Chains ability power ratio increased to 0.5 from 0.4 for both damage components
Maokai
* Twisted Advance levelup tooltip now correctly displays the increase in mana cost
* Fixed a bug where Maokai's death animation would not play if he is slain during Twisted Advance
Mordekaiser
* Mace of Spades ability power ratio increased to 0.4 from 0.2
Singed
* Fixed a bug that was causing Poison Trail to have a 1 second cooldown upon activation
Sivir
* Fixed a bug with Boomerang Blade that was causing certain items to not show their bonus attack damage in the tooltip
Urgot
* Fixed a bug with Acid Hunter that was causing missile lock to shoot further then intended
Veigar
* Primordial Burst ability power ratio increased to 1.2 of Veigar's ability power and reduced to 0.8 of his target's ability power
Zilean
* Fixed a bug where the particle on Time Warp would not persist through the full duration of the movement speed modifier at later ranks
Items
* Fixed a tooltip bug where Haunting Guise said it provided 180 Health and 20 Ability Power, when it actually provided 200 Health and 25 Ability Power
* Morello's Evil Tome cooldown reduction increased to 20% from 15%
* Sight and Vision Wards can now be stacked 5 per slot
* Tiamat
o Attack damage increased to 50 from 42
o Mana regeneration per 5 seconds increased to 5 from 4
o Shop tooltip is now more descriptive, matching the inventory tooltip
* Spirit Visage increased healing and regeneration effects reduced to 15% from 20%
Summoner Spells
* Ghost duration decreased to 10 from 14
General
* Death Timers have been reduced on Summoner's Rift to 12-50 seconds from 28-50 seconds
* Minions
o Melee minion magic resist now increases 1.25 per 3 minutes (up from 0.5)
o Ranged minion armor now increases 1.25 per 3 minutes (up from 0.5)
o Cannon minion armor and magic resist now increase 3 per 3 minutes (up from 2)
o After 20 minutes, cannon minions now spawn every 2 waves (up from every 3 waves)
o Cannon minions and super minions now reduce turret damage by 65% (up from 50%)
o Fixed a tooltip bug "This unit receive..." with cannon minions and super minions
o Minions now deal about 50% more damage to turrets
* Turrets
o Turrets deal about 10% less base damage to champions
o Turrets now have 20% armor penetration
* Fixed several typos in the Options Menu
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Lexaeus wrote on 2011-03-01 05:30
Sweet on the buffs for Cait, Garen, and Ez. Ez is basically now a hybrid chara with his ult now taking AD from what I understood from the patch notes. The new hero looks op for now but most champion spotlights show the hero looking op as heck so yeah :P
I'm excited for the new hero but he's 6.3k ip so I'll just stick to Garen. Spin to win. Played games as AD garen b/c we had a tank and man besides that one game where we had a feeding janna we won :) (only 3 games though)
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Juno wrote on 2011-03-01 14:47
While the 'buffs' to her ult were nice, Cait really needed a lot more than that. The biggest problem hasn't really been solved at all, and her other three skills/passive are still painfully sub-par.
I'm kind of disappointed they didn't do anything else, even after all the talk.
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Intex wrote on 2011-03-01 19:53
Jarvan is 4800 IP if anyone doesn't know yet.
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Mrlucky77 wrote on 2011-03-01 23:38
Quote from Intex;354835:
Jarvan is 4800 IP if anyone doesn't know yet.
OHMYGOD.
MY FACE ->>
[Image: http://www.leagueoflegends.com/board/attachment.php?attachmentid=109767&d=1296434787]
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Lexaeus wrote on 2011-03-02 03:26
Quote from Juno;354627:
While the 'buffs' to her ult were nice, Cait really needed a lot more than that. The biggest problem hasn't really been solved at all, and her other three skills/passive are still painfully sub-par.
I'm kind of disappointed they didn't do anything else, even after all the talk.
Yeah I know. Though she's still a really good farmer. My main problems are her low hp even at lvl 18 it's less than Ashe or it feels like it anyways :) Piltover peacemaker just pales end game and especially with the -10% damage per enemy it passes over. Her 90 caliber net has too long a cd and doesn't really help except when chasing or escaping past cliffs. Her trap is visible and therefore it's sorta pointless plus at lvl 5 I think it's still a 20s cool down. Her ult at least got buffed though. I still think it's lacking in damage though compared to Ashe's or Ezreal's. Ashe can stun and slow while Ez does more damage and can hit more than one target -.-
Man I played 5 games on my main account and I had 4/5 games with feeders in them. Losing streak ftl -.-
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Intex wrote on 2011-03-02 04:23
My biggest problem with Caitlyn was that she was so insanely mana hungry, even when compared to Ashe. The mana costs on her skills (especially her Q) should be reduced. Even then there's the problem that her other skills are simply sub-par compared to more popular AD carries. Her only CC attack is almost always used as a flash. Her traps are really nice but with a limit of two traps and a high mana cost, I rarely use the skill.
As far as the updates, I'm very interested in Ezreal now that his ultimate will scale with AD (almost no reason to use AP anymore). The minion waves right now are too much. Even a red on the forums says the buff was excessive. It's a good time to profit off of global ult champions like TF or Pantheon.