Jul 21, 2015

Official Patch 5.14 Notes Released!

47 comments

Introduction/Summary

Check out the latest and greatest in the patch note series! This time around, AP Ezreal's been brought back down to earth, and Elise finally kicked back with some new buffs. Azir got a pity nerf courtesy of the LCS, solo queue players will likely be a bit upset. Check out the scoop below!

Buffs: Ahri, Darius, Ekko, Elise, Tahm Kench;
Nerfs: Azir, Rumble, Ryze, Runeglaive (Bai Ezreal);
Tweaks: Miss Fortune, Evelynn;


Patch 5.14 notes

BY PWYFF AND SCARIZARD

Ahoy mateys,

… That's about the extent of our pirate references for patch 5.14. We actually negotiated for a pirate-themed foreword because even though Bilgewater isn't really about pirates, we thought there was more creative space than saying ahoy and mateys.

Alas.

With patch 5.14 comes some follow-up work on Runeglaive, along with a bloodthirsty new support item in the form of Zeke's Harbinger (who has also punted Zeke's Herald out of the game, read the context for more information on that). Hopefully with our changes, both items will solidify their identities within the game and we'll begin to see some real choice and diversity as a result of their use. We've also got our usual array of balance tweaks to certain oppressive champions (Ryze, Azir) and some of the more sadder ones (Elise, Tahm Kench).

Oh, and there's an event.

… Swab the poop deck!

P.S. This patch is going to be a bit larger than most, as we've got a lot of stuff in here. You've been warned!
 Chris "Pwyff" Tom &  Patrick "Scarizard" Scarborough

Bilgewater: Burning Tides


Our next League of Legends event, Bilgewater: Burning Tides, kicks off this patch! Dive into the port city of Bilgewater with a host of new features that'll be rolling out over the next few weeks, including:
Keep an eye on the Bilgewater: Burning Tides microsite for updates as the event unfolds.

HUD Update


The HUD has been updated! Check out our HUD launch microsite for more information!

Champions



Gangplank

Gangplank, the Saltwater Scourge, will be updated with the launch of 5.14. Head to his update article for details on his new look and kit!

Miss Fortune

Miss Fortune's been updated! Head to her update article for a preview of her new visuals and check below for details on her balance updates.

General

VISUAL UPDATEMiss Fortune and her skins have received a visual update, including new models and textures (except for Arcade Miss Fortune), new VFX and animations, new spell icons and an updated base splash!

Q - Double Up

DOUBLED DOWNNow deals 150% damage if the first shot kills an enemy unit
DOESN'T FAVOR FOOLSBounce logic is now more predictable; Double Up will attempt to find a target directly behind the first. If no target is found, will go to the closest target in a 60 degree angle.
BOUNCE ANGLE100 degrees  60 degrees

W - Impure Shots

REMOVEDGROG-SOAKED BULLETSNo longer applies Grievous Wounds
SET SAILOn activation grants Strut's Movespeed bonus

E - Make It Rain

SLOW25/35/45/65%  40/45/50/55/60%

Ahri

Charm always had a weird interaction with Monsters. Maybe they're shy? Maybe they're not used to the attention? Whatever the case may be, we don't want Ahri players to worry about resetting or 'bugging out' a camp while charming, so we've fixed that to make it easier when grabbing a buff or otherwise casually feasting on the essence of your friendly jungle monsters.

E - Charm

ACT NATURALCharm no longer causes monsters to freak out, regen, or otherwise act unnaturally

Azir

Passive's attack speed portion shifted to W. E no longer knocks up.
THE CONTEXT IS GIVEN. True to his nature as emperor, Azir has a habit of making everything about himself. Specifically in professional play where his massive range of threat and ability to single-handedly control battles of any shape or size necessitates the game be played around him. From champion select to laning to teamfights, Azir's dominating position makes it difficult for his enemies to interact.

Our changes this patch are all in the name of giving his opponents a way to play around Azir's almost impenetrable posturing. The approach here is twofold; removing his ability to turn the tables onto assassins and divers alike broadens his champion-specific counter-picks, while shuffling around his Attack Speed to ensure his explosive mid-game is kept down for a little longer before his ascendancy to god-hood takes hold.

Passive - Shurima's Legacy

REMOVEDWILL OF THE EMPERORNo longer gains attack speed based on Azir's Cooldown Reduction

W - Arise!

NEWDROP AND GIVE ME 20 TO 60Now passively gains 20/30/40/50/60% Attack Speed

E - Shifting Sands

REMOVEDSHIFTING POWERNo longer knocks up the first enemy champion hit

Darius

E provides vision when cast.
Apprehend now gives vision to help you react to the things you grab (particularly over walls), or to show you just how far off you were. This'll give you and your allies a little more time to pounce on the unlucky carries you drag in - or more time to jump away in fear if your haul yields an Amumu to the middle of your team.

E - Apprehend

NEWLOOK BEFORE YOU REAPNow briefly grants vision in the area around the pull

Ekko

Q cost down. E Cooldown reduced.
While not the darkest timeline, we've arrived in a place where Ekko's much weaker in his intended role than we'd like. Basically, building tons of damage and smacking people into the next season's not as rewarding as grabbing a Cinderhulk and CC'ing entire teams with impunity. While we're not directly addressing that here, we're first looking to bring up the baseline level of power for Ekko's DPS builds before evaluating how (if at all!) to bring Tank Ekko in line.

Q - Timewinder

COST60/70/80/90/100 mana  50/60/70/80/90 mana

E - Phase Dive

COOLDOWN15/13/11/9/7  13/11.5/10/8.5/7

Elise

Stun duration up at all ranks. Spiderlings deal magic damage, scale better, move faster, and actually work.
We'll be up front here: Elise has proven a challenge for us to balance for quite some time - both during her meteoric rise to the top of the jungle food-chain and dominance for two seasons, as well as her absence so far in 2015. At first, we poked around at making a number of feel improvements and quality of life fixes for some of Elise's more awkward cases, but after patches of very little movement it's become pretty clear that the spider queen just isn't succeeding at doing her job.

So let's talk more about that. What is Elise's "job"? Amidst the toolbox of tricks and mechanics within her kit overall, she's an early-pressure jungler that punishes mistakes and poor positioning. When working, she instills fear into her opponents at the thought of setting up ganks or taking objectives without the proper vision and awareness and can turn the tide of a game off of a single cocoon. This patch we're 'ripping the band-aid off', so to speak. Letting her access more of her signature pick-potential as well as more follow-up from her spiderlings in combat, Elise can finally start to secure kills and map control in the dominating fashion many of her subjects have come to expect.

E - Cocoon

STUN DURATION1/1.25/1.5/1.75/2 seconds  1.6/1.7/1.8/1.9/2 seconds

R - Spider Form

SPIDERLING DAMAGE ON-HIT10/20/30/40 physical damage 10/20/30/40 magic damage
SPIDERLING RATIO ON-HIT0.1 ability power  0.15 ability power
SPIDERLING MOVEMENT SPEED345  355
ITSY BITSYFixed a bug where Spiderlings wouldn't move or attack for 4 seconds after the initial cast of Rappel

Evelynn

Q damage down. R slow up.
Eve's changes in 5.7 certainly hit the mark of making her earlygame skirmishes pack more of a stiletto-wielding wallop, but they've pushed her too far into 'murdering everyone relentlessly' territory. We're keeping the early damage changes so she doesn't return to the darkness indefinitely, but trading some of her solo-kill power for stronger catch potential, especially when backed up by a team.

Q - Hate Spike

DAMAGE40/55/70/85/100  40/50/60/70/80

R - Agony's Embrace

SLOW30/50/70%  40/60/80%

Kalista

Updating Kalista's recommended items to reflect her more popular build and dependency on Attack Speed and cleaning up an issue we introduced in 5.13.

General

NOW WITH MORE HURRICANERecommended items updated

Q - Pierce

QUEUE YOUR QNow properly queues up to cast after her basic attack completes

W - Sentinel

QUEUE YOUR W?Now properly queues up to cast after her basic attack completes

Rumble

Q and R don't damage untargetable enemies. Q can be outranged.
Over 3 years ago, Rumble's Flamespitter that changed it to apply damage-over-time effect to give him greater control of his harassment tool, especially when turning or stuck in minion waves. While this greatly improved Rumble's usability, it also functionally increased his DPS by 33% on his highest damage ability. Needless to say, this was a pretty big deal.

So what's that history lesson got to do with 5.14? Well, the downsides of making a DoT were some weird cases where people thought they could escape the 'last tick' of Flamespitter, blowing flashes or movement abilities at the last second only to die a fiery death. We're still investigating if Rumble might need heavier changes as a result of 5.13's AP Refactor (we'll get back to you on that), but cleaning up some edge-cases and removing traps keep his counterplay where we'd like it to be.

Q - Flamespitter

PHANTOM PAINNo longer damages untargetable enemies
OUT OF THE FRYING PANNo longer damages enemies who outrange Flamespitter's distance

R - The Equalizer

PHANTOM PAINNo longer damages untargetable enemies

Ryze

Passive stack duration down. Q damage down. E ratio and damage down as well.
Not much to see here, just toning down Ryze's damage in a few areas, particularly his early-game spikes in the laning phase. We still view Ryze as a hyper-carry that needs team support to make it to his ultra-rapid-fire lategame, but the compensation buffs we gave him for removing the 'Perma-Root' in 5.12 went too far in making him self sufficient. Hypercarries without any exploitable windows are no bueno, so we're ensuring Ryze has the appropriate amount of risk for the reward you get for letting him reach his super-charged, spell-slingin' slaughter-state.

Passive - Arcane Mastery

STACK DURATION10 seconds  6 seconds

Q - Overload

DAMAGE60/95/130/165/200  60/85/110/135/160

E - Spell Flux

DAMAGE50/66/82/98/116  36/52/68/84/100
RATIO0.3 ability power  0.2 ability power

Tahm Kench

Q damage up. R's passive damage increased. R's active cooldown reduced.
League's newest river devil's bitten off a bit more than he can chew with early performances pointing towards the weaker side of the spectrum. This shouldn't be too hard to swallow - as a new champion with lots of utility loaded into interacting with allies, players need to get a taste for playing with and against Kench before we'll see his true power emerge.

All that said, we're tossing Tahmmy Boy a few crumbs to help him when he's falling behind. Some better trades in lane and more opportunities to test the waters with his powerful Teamwork-Teleport should help gauge if he needs a little more cook-time before devouring to his over-sized heart's content.

Q - Tongue Lash

DAMAGE80/115/150/185/220  80/125/170/215/260

R - Abyssal Voyage

BONUS DAMAGE RATIO4/5/6% bonus health  4/6/8% bonus health
COOLDOWN160/130/100 seconds  120/110/100 seconds

Vayne

for your trumble
Not much here other than some re-tuning to Tumble's responsiveness. We're not sure how much this actually helps, but ideally you should feel better about rolling around and shooting folks with your crossbow. Enjoy!

Q - Tumble

COOLDOWNBegins upon hitting a target  Begins upon launching the attack
GOT THE RESETTumble's attack will be consumed even if the target becomes invulnerable mid-flight

Yasuo

Q3 applies on-hits correctly.
Yasuo's Whirlwind wasn't working the same as the other two casts of Steel Tempest. So we fixed it! Have fun using a tornado to set your enemies on fire.

Q - Steel Tempest

PROC YOU LIKE A HURRICANESteel Tempest's Whirlwind now properly applies on hit effects to the first target

Items



Hunter's Machete

Mana regeneration up.
Riot Games: helping mages with their early clears since 5.14. While Runeglaive unlocks a lot of potential for mage junglers in the mid game (with these changes, RG will probably trivialise the jungle post-purchase, but that's a Good Thing), we've heard your feedback that those mage junglers have to get there in the first place.

It's worth highlighting here: that's not +1 mana per 5 seconds, that's +1 mana per second, which is actually a significant buff for mana-hungry junglers in the early game. This has the secondary effect of also buffing other spell-based junglers like Pantheon and Wukong, which is also something we're looking forward to.
MANA REGENERATION3 mana per second while in combat with monsters 4 mana per second while in combat with monsters

Enchantment - Runeglaive

AoE damage only applies on monsters. First monster takes double damage. No longer converts the basic attack to magic damage.
Ah, Runeglaive. Let's talk about the things you do. Our goals with Runeglaive (unlocking mage junglers) are still the same, but we're taking a different approach. First, while we're not directly opposed to laners picking up jungle items, we still need to see these items primarily used in the jungle so we can have a real understanding if they're accomplishing their intended goals. By pushing Runeglaive's power back into its jungle clearing speed (along with the machete buffs above), we can get a better assessment of what this item's doing for mage junglers, and then we can adjust accordingly.

On the topic of the changes themselves: while this certainly reduces Runeglaive's PvP combat power, our decision to push its damage onto monster camps also highlights an important place for Mage junglers to exist: clearing their camps quickly so they can be scrapping on the map. In other words, this RG should unlock more map presence for mage junglers, not so much just being a raw damage power spike.
REMOVEDTOO SOONGLAIVENo longer converts basic attack damage into magic damage
AOE DAMAGEOnly applies on monsters
NEWKABOOMGLAIVEDeals double damage to the first monster hit
NEW

Zeke's Harbinger

Zeke's Herald no longer exists. Zeke's Harbinger binds with an ally for brief windows of super-charged combat.
Excuse me, do you have a moment to talk about auras?

In trying to balance auras, not only do you have to account for the super-strong case (five friends stacked up together) but, on the flip side, you've also got to be thinking about the times when it's just you and a buddy. Keeping an aura balanced for both cases is often a difficult challenge and, even if we can solve for that, usually leaves us wondering how to add satisfying gameplay beyond… an aura. This was the first reason we decided to take on a Zeke's Herald remodel when bringing more support itemization to the scene.

Second topic: let's get some goals in here! We wanted to build a high-impact “let's get some hurt in the mix" item that still identified itself as a support tool. Like how Mikael's is the item you buy when you know there's one mate you need to protect, Zeke's Harbinger should be the aggressive counterpart for when you want to smack some faces. As an additional goal here, we really wanted to amp up the satisfaction for the support - something that the old Zeke's Herald suffered from (unless you really liked auras, we won't deny that).

Third topic (whew this is getting long): why not just make a new item and leave Zeke's in? We very lightly poked this topic with Runeglaive but might as well address it now. Beyond the issue of leaving an extremely difficult to balance item in the game (particularly one that is relatively weak until the ‘right' team comp taps into it [and then it becomes very, very strong]), when something becomes so niche in its optimal use it can quickly become a trap item for players believing all items (and item premiums) were created equal. We do want to support the ability for players to make smart, contextualised decisions based on the state of the game, but can't do so by leaving really specialised things lying around. Instead, our hope is to either focus an item so that it becomes a clear choice for a broad enough set of champions (see: Black Cleaver) or we can normalise and push out a wider swathe of options that are actually supportive of Good Decisions (see: our ability power item changes).
BUILD PATHGlacial Shroud + Amplifying Tome + Amplifying Tome + 480 gold
MANA250
ARMOR35
ABILITY POWER50
COOLDOWN REDUCTION10%
UNIQUE ACTIVEBind to target ally. This will remove all other Conduits on your target (60 second cooldown).
UNIQUE PASSIVE - CONDUITWhen within 1000 units of each other, you and your ally generate Charges, stacking until 100 are reached and lasting for 8 seconds. Attacking or using abilities generates extra Charges. At maximum Charges, causing damage consumes all Charges and increases you and your ally's Ability Power by 20% and Critical Strike chance by 50% for 6 seconds.

Summoner's Rift


Dragon and Baron Encounters

Dragon and Baron timers are now updated instantly for both teams, regardless if you have vision of their death.
We're going to kick things off with the origin story of a discussion. It all started when we were talking about Dragon / Baron encounters and how teams could often track their deaths by a variety of ambient indicators - like the global Dragon death sound, when opponents got that orange Dragon +1 visual effect, the appearance of Baron buff, when Baron buff ran out, etc - even if they didn't have vision of the objective death in the first place.

It was an interesting conversation overall (you'll have to trust us on this), but beyond that it lead us to a couple conclusions: one, since these things were easy to track if you just “knew" what to look for, the best way to ‘hide' an objective death was to get everyone off the map and out of enemy vision before you took out the baddie (super obtuse). Two, and this gets more big-picture, we had to ask ourselves what we wanted to be rewarding in taking objectives. There's certainly something to be said about maintaining vision and map control, but that should be on a level playing field as opposed to one team snowballing their previous Dragon / Baron takedown into a serious advantage. Our hope is this will encourage teams to be more proactive about their Barons and Dragons - each time they come up.
INSTANT FEEDBACKDragon and Baron timers are updated instantly for both teams, regardless if you have vision of the objective at the time of its death
NEWGRRAAAAAAHHHWARRRBLEDragon and Baron now have new global death sounds

Rift Scuttler

Scuttles
Consistent Scuttles. The summary here is really that all kinds of soft crowd control should weaken Scuttles as well.
EMOTIONAL SCUTTLESCharms and Taunts will lock Scuttles in place instead of making her confused
SENSITIVE SCUTTLESCharms, Taunts, Fears and Flees will all weaken Scuttles like other hard CC does
CRAB BATTLEAatrox's Q - Dark Flight now properly removes Scuttles' resistances

Death Recap


We found this story pretty funny, so we're going to tell it. Basically last patch we didupdate a lot of the Death Recap system so it would play nice with champion damage, but we didn't fix a bug where Death Recap had inverted the priority listing for damage types. In other words, Death Recap was properly calculating the damage you were taking from champion spells, but it was not stack ranking them properly. Instead of displaying the top three highest sources of damage, it was showing you the bottom three.

So… yeah. Fixed.
REVIVE STILL DOESN'T DEAL 12 DAMAGEFixed a bug where Death Recap was showing the lowest three sources of damage, rather than the highest

Bugfixes


  • Syndra can no longer pick up Baron with W - Force of Will
  • Zilean's Q - Time Bomb now properly interrupts enemy recalls if cast directly on them
  • Fixed a few cases where debuff particles (ex. Exhaust) persisted even after the effect was purged with Cleanse

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47 comments:

  1. Does this mean we aren't getting the fotm list for 5.13?

    ReplyDelete
  2. Maripichu (Worst Lulu)July 21, 2015

    Are the runeglaive junglers going to be virtually useless in dualing now?

    ReplyDelete
  3. PippinskiJuly 21, 2015

    Amumu is going to be even stronger with the mana buff!!!

    ReplyDelete
  4. Magic8ballJuly 21, 2015

    "Azir got a pity nerf courtesy of the LCS, solo queue players will likely be a bit upset."



    It was enough for me to actually take 5 minutes to look up the numbers and post. Here is what makes it so aggravating:


    Riot specifically mentions that the nerf was because he was so "oppressive" in professional play. Azir's NA LCS record is 16-16 (50% WR) and his EU LCS record is 11-13 (46% WR). If he was so OP as a champion, why is this not reflected in his win rate? In contrast, when Lissandra was nerfed last split she had a crazy start (11-0 in NA I think) and Kalista's recent nerfs were brought about by a ~70% win rate. Simply put, the numbers do not support Riot's narrative. All I can reason is that a few high-profile outplays are the reason for this happening, as they created the perception of being OP. If you actually look at the gameplay and facts, you see that while he is strong when mastered but certainly not OP.


    This doesn't even take into account the 99.9% of players who aren't professional. In solo queue, Azir's winrate hovers around 45% consistently in the bottom 5 or 10 of champions. He also has a relatively middling/low popularity, so you can't really make the argument that it is a bunch of novice players dragging the average down. Unless you have near mastery of the champion, you usually get wrecked in solo queue - and even masters like the LCS players don't even consistently dominate with the champion! That seems like a sign of health for a high skill cap champion, not a reason to nerf. The main reason he is so strong right now is that the assassins that give him so much trouble are outside of the LCS meta for the most part, and once the meta shifts or pros realize the counterplay it will make life even more difficult for him.


    Setting the precedent that nerfs should be made based on a few LCS incidents risks alienating normal players.


    Riot, just because 4 scrubs from CLG decided that tower diving at 100 health apiece was a brilliant idea, doesn't mean the people who play Azir for fun (not professionally) should pay :)


    May the sands of Shurima always be under our feet.

    ReplyDelete
  5. What did they do to Vayne?

    ReplyDelete
  6. MasterOfMetalJuly 21, 2015

    No, they will do the same damage as before,this just sticks runglaive in the jungler where it belongs

    ReplyDelete
  7. Daniel KasmanJuly 21, 2015

    Cooldown starts sooner. You lose the damage proc if the auto gets cancelled because you lose vision

    ReplyDelete
  8. Cool things. elise getting sum fine tunement loves. not going too hard on buffs cuz she wud be perhaps OP, they fear that.


    I DO NOT LIKE THE Azir nerfs... i think its overall a nerf. i loved the Pro KnackUp on E....

    ReplyDelete
  9. ConfusedTeemoJuly 22, 2015

    You make some very good points but it do ha e to agree with one thing riot said. Matches with Azir are played around azir. Taking knockup will remove some of his battlefield control and should fix that issue to a degree. Also moving the attack speed isn't a huge deal. Like they said, it will hurt his midgame but his damage should be about the same late.

    ReplyDelete
  10. Enzo Di CapriJuly 22, 2015

    Zeke's harbringer LOL ... grants for 6 sec +20%ap and +50% crit chance .... on pbe gangplank could crit at 2500 in AoE with his barrels .... very balanced item ...

    ReplyDelete
  11. ShiroSageJuly 22, 2015

    I'm really not a fan of an enemy team just getting a free timer for dragon and baron if they have no vision on it.

    ReplyDelete
  12. Tobirama SenjuJuly 22, 2015

    His E wasnt the problem, if anything its his q being able to slow or his w, his e was just another form of protection at best! His e was his engaging tool and now that that has been butchered he will most likely just become a poke mage who doesnt get in the fight.

    ReplyDelete
  13. TheeirtewarriorJuly 22, 2015

    Agreed, Kinda feels like a free hand out for teams who cant pressure and rotate as well as the other team and then get that chance for a steal or objective

    ReplyDelete
  14. TheeirtewarriorJuly 22, 2015

    Im sooooo pumped for elise, with the new runeglave and her last tweeks I think she can be a real AP contender again with the built in sustain. and azir... his E knock was a duel changing move and now u have to max W before you get all the AS.... iunno but in my eyes that was the bullet to the head of a champ who was already top tier level to master.

    ReplyDelete
  15. TheeirtewarriorJuly 22, 2015

    Sheen is still in the build so same dmg but more focus on the Huge burst on the Monster champs for early clear with the double damage rather then the Ez hitting you with a full AP Q in the face

    ReplyDelete
  16. I agree. This is just plain wrong.

    ReplyDelete
  17. TheeirtewarriorJuly 22, 2015

    I Cant stop thinking Elise, Since the new jungle expectation is AD Sated would elise be viable? The new runeglave helps her clear which was already noteable, her new changes for the heals on her own auto
    so if your spiders get crushed cause blue buff decides to be a dick your not outta luck, and the new liandrys which was an expected item on her before she got nerfed into oblivion. PLUS the justification for the Cocoon max for the extra healing plus longer stun which makes her Ganks better. But with her spiders now
    attacking faster and doing AP Dmg is she better built as a Healthy assassin or good ol tank elise. First thought of a runeglave, Sorc shoes, Liandrys, Gnashers tooth. With maybe a FH for the most likely AD jungles and another AP item for whatever the situation calls for. I feel like she could be a great dueler with the late game changing CC alike the ahri charm plus a pretty decent escape or dodge with rappel. Might be
    wishful thinking but I think she can finally be that scary Monster in the jungle again rather than a Cocoon and afk champ

    ReplyDelete
  18. TheeirtewarriorJuly 22, 2015

    Im Having all Eyes on Elise, Since the new jungle expectation is AD Sated would elise be viable? The new runeglave helps her clear which was already noteable, her new changes for the heals on her own auto
    so if your spiders get crushed cause blue buff decides to be a dick your not outta luck, and the new liandrys which was an expected item on her before she got nerfed into oblivion. PLUS the justification for the Cocoon max for the extra healing plus longer stun which makes her Ganks better. But with her spiders now
    attacking faster and doing AP Dmg is she better built as a Healthy assassin or good ol tank elise. First thought of a runeglave, Sorc shoes, Liandrys, Gnashers tooth. With maybe a FH for the most likely AD jungles and another AP item for whatever the situation calls for. I feel like she could be a great dueler with the late game changing CC alike the ahri charm plus a pretty decent escape or dodge with rappel. Might be
    wishful thinking but I think she can finally be that scary Monster in the jungle again rather than a Cocoon and afk champ

    ReplyDelete
  19. TheeirtewarriorJuly 22, 2015

    Im Having all Eyes on Elise, Since the new jungle expectation is AD Sated would elise be viable? The new runeglave helps her clear which was already noteable, her new changes for the heals on her own auto
    so if your spiders get crushed cause blue buff decides to be a dick your not outta luck, and the new liandrys which was an expected item on her before she got nerfed into oblivion. PLUS the justification for the Cocoon max for the extra healing plus longer stun which makes her Ganks better. But with her spiders now
    attacking faster and doing AP Dmg is she better built as a Healthy assassin or good ol tank elise. First thought of a runeglave, Sorc shoes, Liandrys, Gnashers tooth. With maybe a FH for the most likely AD jungles and another AP item for whatever the situation calls for. I feel like she could be a great dueler with the late game changing CC alike the ahri charm plus a pretty decent escape or dodge with rappel. Might be
    wishful thinking but I think she can finally be that scary Monster in the jungle again rather than a Cocoon and afk champ

    ReplyDelete
  20. Well now I know how I died inside my allied Tahm Kench (Rumble hacks) and why death recap told me I took 12 damage from some minions and 30 damage from an ARAM snowball -.-

    ReplyDelete
  21. prabrisat1July 22, 2015

    I think that's the point. When he was released he was designed to be the ultimate zone control and disengage mage. The last thing he should want to do avoiding to his design was to get into the middle of the fight. Overall I think they are trying to remove the use of his ult as an engage tool and force it to be disengage only.

    ReplyDelete
  22. prabrisat1July 22, 2015

    I think the problem started when the dragon started to issue a global death sound. It prevented you from killing the objective and then bush baiting the enemy to see if it was still up.

    However, if we're gonna get global announcements anyways when the objective dies, automatic timers don't bother me, as it's less of a gameplay change and more of a usability addition.

    ReplyDelete
  23. Ezreal won't be able to hurt you by Qing the minions in front of you

    ReplyDelete
  24. I don't think Rito really cares about a champs win rate in solo queue. I mean LeBlanc was sub-50% win rate and they nerved her further. Now she's down there with Kassadin.

    ReplyDelete
  25. the attack still hits if you lose vision. It doesn't proc if they become invulnerable. Kalista is the only champ who can miss a ranged autoattack because she lost vision (not counting blind/dodge effects)

    ReplyDelete
  26. So if his E doesn't knock up, does he still stop moving or dash through the target to his soldier?

    ReplyDelete
  27. They already got it by looking at the score and seeing the buff marker

    ReplyDelete
  28. So bye bye AP Ezreal mid and Ryze........ I think Azir got a pretty bad nerf too.

    ReplyDelete
  29. can GP crit with his barrels? The new Zeke's stats are kinda mediocre on their own. It kinda depends on how fast the charges build, and you have to stay relatively close to your partner to keep building stacks. 50% crit seems kinda dumb tho…

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  30. Yeah... wonder about that. if it says like that, maybe it still stops i would imagine. But i dont know. also, has the shield changed? Didn't the knockup also give a shield. when u went thru an enemy it gave you a shield and knocked them up? or do i remember wrong. somewhere this shield was

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  31. They change to his passive means he doesn't need to build CDR anymore to scale his attack speed. Of course you'll still build it so you can make more soldiers, but now Azir can stop at 30% CDR instead of maxing it out, if you prefer to build that way. I think they should have given him a few compensation buffs, like changing his shield to scale with AP instead of bonus health. I mean RoA and Rylai's are the only health items he'd ever build and they aren't very popular on him. Also I think they should have made the Tower part of his passive better, by reducing its cool down or something.

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  32. more crying QQ ;_; too bad they can't buff Amumu to have friends ;_; 4ever alone

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  33. Fr4ntic95July 22, 2015

    I did a couple games playing supp testing the new Zeke in a duo (it's better suited for premade bot) and the conclusion is: it's FAT! but rush it ;) If you delay it as a 2nd or 3rd completed item you won't be able to make that big of a difference if you don't get that +50% crit during the early-mid game.

    The item is the most efficient with ADC reliant on crits and aa (so not really suited for guys like Lucian, Ezreal, Corki, Graves or Kalista) but if they also have some ap ratios (trinity users) it's a plus (hello Kog). So it's designed for Infinity Edge or Trinity rushers.

    I tested it on Sona, Morgana (I feel it's stronger on Sona because it delays Morgana's Zhonya too much), Blitz, Ali and Annie. I advise to buy a Glacial Shroud + 1 ward on your first back, then finishing Zeke on your 2nd back. After that I went Boots + Nomad + Stealth Totem. And then you can continue on your usual build.

    When playing Kog my mate went Trinity->BotRK->IE->LW. The Zeke's combo with Sona was just insane !

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  34. ShiroSageJuly 22, 2015

    Yes but that's only if someone took the responsibility to note the time for it. Actually getting the timer now on the scoreboard just feels lazy.

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  35. Haeata WatsonJuly 22, 2015

    What do people think of the azir nerfs? will it affect him much

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  36. you could argue having timers at all is lazy. You could argue its lazy to even have camp markers on your minimal. You could say having a minimal is lazy and you should have to pan your camera around the map to find where your team is.

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  37. I main azir, and i think the only real annoying nerf was the loss of cc on his E. The loss of the CDR scaling sucks, but he gains passive attack speed that is 10% greater then before with 40% CDR. They just nerfed his engage and mid game power a bit but buffed his poke, sustained, and, siege very late. Azir literally has anything a kit could want in it (poke, engage, disengage, sustained dmg, burst dmg, etc). Just try not to engage on a 5 man and build him like the previous patch with morello and AP items and you'll do even more damage late game then before.

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  38. Conlan HaleJuly 23, 2015

    actually it now deals double damage to the first monster hit so Theeirtewarrior was right

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  39. Mister AugustJuly 23, 2015

    AP Ezreal always existed, Runeglaive was just some FOTM thing, Ezreal is pretty good in mid, with those darn AP ratios, he can steal your kills.

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  40. Mister AugustJuly 23, 2015

    Imagine, for just a second, how LoL could be if the minimap didn't exist.

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  41. disisdeathwingJuly 24, 2015

    Syndra can no longer pick up Baron with W - Force of Will
    lel wut

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  42. It seems as though Zeke's Harbinger could be pretty OP as a supp with Ashe... as she does more damage with the higher her crit... so each attack is just higher... Is this correct?

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  43. Waiting for Patch 5.14 Tier list..

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  44. In Riot official forum of balacen, a stickt poat says it's best to balance based on pro-play; and general opinions should be plat+ .
    Hence they can nerf certain champs to nearly non viable for major soloQ, just because some pro prefer that champ in competetive plays (LCS,OGN, ....)
    The latest victim of such nerfs is Azir. Poor guy, perhaps Shurima is destined to fall...

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  45. Also, fuck Kassadin. He should be removed from the game lol.

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  46. i know it always existed but now it isn't OP.

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