Miss Fortune

Apr 13, 2014

2014 Champion Tier List - Solo Queue - Patch 4.5 Update

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SEASON 4 - PATCH 4.5 SOLO QUEUE TIER LIST
SEASON 4 UPDATE

Preface Chatter
So Diablo 3's Reaper of Souls pulled me away for a little while, but I've finally managed to wrench myself from the rifts back to well...Summoner's Rift. Anyway, the new 4.5 patch introduced some new items, most importantly Feral Flare. Check out the list below!

With the last patch introduction of new items, the meta seems to be shifting away from mid lane having the most impact more towards top and jungle. This last patch definitely had a lot of movements, so I'll be doing a few between patch updates just to keep it up to date.
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Apr 6, 2014

Official Patch 4.5 Notes Released!

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Check out the official Patch 4.5 notes below!


Summary

Buffs: Anivia, Graves, Rengar, Miss Fortune, Twisted Fate
Nerfs: Fiddlesticks, Heimerdinger, Lee Sin, Leona, Lulu, Renekton, Wukong
Tweaks: Gragas, Kha'zix

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Apr 4, 2014

Thoughts on Ultra Rapid Fire Mode Strategy (URF)

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So Ultra Rapid Fire mode's been out for a few days now, and it seems like there's no limit to how many champions should be banned since well...everyone's broken.

A couple things definitely stick out though, including the following:
  • Teleport is broken, Flash + Teleport is definitely the way to go on this map.
  • Common strategies include the following:
    • Poke Spam: Lux, Jayce, Nidalee, Urgot, Ezreal, Maokai, etc.
    • Tanky Utility Spam: Brand, Zyra
    • All-In Spam: Soraka, Leona
    • Heal Spam: Nidalee, Alistar, Sona (removed), Nami, etc.
    • Speed Spam: Hecarim, Skarner, Shen
    • Invulnerability Spam: Fizz
    • Ultimate Spam: Swain
  • AD carries don't seem to be very popular on the map except for Ezreal and Lucian
  • Junglers are not particularly recommended since there are very few champions that can stand up to a 1v2 kill lane.
It's definitely been the most fun out of all the "fun" game modes so far in my opinion!

Share your thoughts and strategies below in the comments section!
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Apr 1, 2014

Cloud 9 VS TSM Ultra Rapid Fire

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In the spirit of April 1st as you've no doubt seen by now, Riot released Ultra Rapid Fire Mode, featuring reduced costs and cooldowns for all champions. Earlier today, C9 and TSM took the stage on the new game mode for the first time, showing us the true power of pros. Check out the official video below as well as a late upload of the patch notes on Ultra Rapid Fire Mode!



The evolution of League of Legends, today

BY PABRO

The future of League of Legends is Ultra Rapid Fire and the future is right now. Set to go live next preseason, this massive update will help every player make impactful plays at every stage of the game. To give you a taste of this bold vision of the future, we’ve enabled a special preview queue that’ll be live for the next week. Check out a few of the hardest hitting changes:
  • Every champion begins the game with 80% cooldown reduction on abilities, activated items and summoner spells
  • Casting spells is fun, but running out of mana isn’t, so mana and energy costs have been removed
  • Marksmen could dole out tons more damage, so attack speed bonuses for ranged champions have been doubled
Later today, Cloud 9 and TSM will square off to claim the first ever pro U.R.F. victory - catch the action at lolesports.com. Or give Ultra Rapid Fire a shot yourself! We’ve opened up the mode to normal and Co-op vs AI queues – play a game and you’ll earn an exclusive summoner icon that’ll land in your account within three days.
 Pabro




Ultra Rapid Fire Update Notes


Pwyff here with a preview of the 2015 season!

We believe that being forewarned is forearmed so we're testing next season's changes with the Ultra Rapid Fire mode. You guys loved the impact our 2014 season changes had on supports' end game fantasies and we realized we wanted to take that philosophy one step further: end game fantasies… accelerated. Full item builds will take less time to buy, big teamfights will happen more often and no more worrying about pesky resources! From the feedback we've received internally, we think you guys will love these updates.

Some of the changes are pretty drastic and, as a result, a few champions and items just didn't fit within our expanded philosophy. Usually we'd try to tweak them but, with these sweeping changes, we had to make some tough decisions. Clearly this will cause some pain for fans of those champions but it had to be done. Keeping LoL competitive is our number one priority with this update.

So enjoy this glimpse into the future of League of Legends!
 Pwyff



Global Changes


There are a lot of changes here, but the core philosophy is to tune down anti-fun mechanics like mana costs, cooldowns and buying boots. Some of our other updates (like the additional tenacity) were to counterbalance our initial wave of changes, because when you eliminate cooldowns you also increase crowd control… a lot. We also discovered that when spells can be cast all the time, they effectively become flashier auto attacks, so we needed to buff up marksmen so they can remain the consistent damage dealers of the game.
NEWMANA AND ENERGY COSTAll ability costs reduced to 0
NEWCOOLDOWN REDUCTION80% on abilities, activated items and summoner spells
NEWMOVEMENT SPEED+60 for all champions
NEWTENACITY+25% for all champions
NEWATTACK SPEED BONUSESBonuses given by items/abilities increased by 100% on ranged champions
NEWCRITICAL STRIKE DAMAGEIncreased by 25% of base damage on ranged champions
NEWGOLD GAIN+500% of the amount normally granted on Summoner's Rift



Champions



Irelia

When played at the highest levels, Irelia skews the diversity of top lane in such a way that few meaningful choices remain. As such, a lot of champion picks revolve around how to play against or with Irelia, rather than seeing her as a single champion who is part of a greater team composition. The philosophy behind this “BNI” change is to encourage more counterplay against Irelia while offering more strategic weaknesses in her kit. Hopefully she'll be less of a priority pick / ban in competitive play while still retaining her strengths.

General

BASE HEALTH546  545.6 (this will be rounded off to the closest whole number)

Kassadin

With the recent Kassadin rework, we witnessed a few cases where he wasn't automatically banned or, even when he wasn't banned, wasn't auto-picked regardless of team synergy in ranked solo queue. We've since rectified this by disabling him.

General

REMOVEDEXISTENCEIs a thing

Master Yi

We briefly considered disabling Master Yi because Alpha Strike chaining made him borderline invulnerable, but realized we could solve the problem without removing him from the game. He's still really good.

Q - Alpha Strike

COOLDOWNNow starts at the end of the ability instead of the beginning

Ryze

We removed Ryze.

General

REMOVEDEXISTENCEIs a thing

Shaco

Turns out Ultra Rapid Fire Shaco could clear every single jungle camp at the same time as soon as they spawned while also laning so… yeah.

W - Jack In The Box

UTILITYLimited to 6 active Jack-in-the-Boxes at a time

Teemo

The most effective counterplay to Teemo is ban him at champion select but, if you fail to do so, we hope these changes teach you a lesson without making you quit the game.

R - Noxious Trap

UTILITYLimited to 20 mushrooms at a time

Zilean

Given that the best form of crowd control is death, we saw that Zilean was in line to becoming the greatest support ever in Ultra Rapid Fire mode. These changes mean he'll only be reviving two or three people per team fight, rather than one squillion.

W - Rewind

COOLDOWN REDUCTIONU.R.F. global cooldown reduction reduced by 60% (instead of 80%)
UTILITY10 seconds  5 seconds



Items


Snowball items are a lot of fun for players, but when we abolished anti-fun we realized that fun-focused items were suboptimal in their design.

Mejai's Soulstealer

General

REMOVEDEXISTENCEIs a thing

Sword of the Occult

General

REMOVEDEXISTENCEIs a thing



Other



Smite

At the start of the 2014 season, we reduced the cooldown on Smite because we wanted it to be more readily available to junglers in the mid to late game, rather than a priority cooldown to be saved for objective control. This is no longer an issue.

General

COOLDOWN REDUCTIONU.R.F. global cooldown reduction reduced by 60% (instead of 80%)
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