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Welcome to this patch's General Discussion thread for the League of Legends subforum. This thread is for discussion around League of Legends. Free feel to talk about anything LoL related here that does not already have its own thread.
Non-League of Legends discussion should go in the LiquidLegends Lounge.
Certain topics are blacklisted from LoL General Discussion and they include:- "Elo hell"
- The Tribunal
- Bans, either from TL.net or LoL
Additionally, the TL LoL Ten Commandments are available for you to reference if you have any questions about this subforum.
Use the LoL Strategy subforum if you have game or champion specific questions. Lastly, confine QQing and bragging to their respective threads.
Patch 9.7: Live on Apr. 03, 2019
+ Show Spoiler [Previous GD Threads & Patch Notes] +
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Another small patch, somewhat interesting changes to minor runes. With some small buffs here and there for tank junglers, both with items and runes.
Expected bigger Kayle nerfs tbh tho.
And that Pyke buff...yikes. Champ scares me. I never seem to lose against him but its so infuriating to play against.
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On April 03 2019 10:35 AdsMoFro wrote: Another small patch, somewhat interesting changes to minor runes. With some small buffs here and there for tank junglers, both with items and runes.
Expected bigger Kayle nerfs tbh tho.
And that Pyke buff...yikes. Champ scares me. I never seem to lose against him but its so infuriating to play against. As somebody that plays ARAM pretty much exclusively, I'm pretty livid that they're buffing Pyke.
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IG Skin previews. Pretty clean. People are probs gonna hate because of the colorscheme being "boring" but I like em.
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I really like all of them, but its super weird to see a Rakan skin without a matching Xayah skin.
YOOOO Pyke buffs look nasty
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Did Witt's end just become better for ADC. Like vayne could legit go botrk Witt's Vs AP heavy teams, and still find it useful in the lane. Combined with Maw means AS champs have a much better counter to AP champs than crit ADC, not sure bout this one.
Sweet lord, how did I oversee those Mundo buffs.
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Love all the changes this patch. That's the first time in years I think.
They might have went a bit over the top with Sylas, but he was pretty silly before so lets see. No idea what to think of Wits End but I like the idea.
On April 03 2019 17:08 DarkCore wrote: Did Witt's end just become better for ADC. Like vayne could legit go botrk Witt's Vs AP heavy teams, and still find it useful in the lane. Combined with Maw means AS champs have a much better counter to AP champs than crit ADC, not sure bout this one.
Sweet lord, how did I oversee those Mundo buffs. Rageblade wasn't silly enough already...
I think it sort of got worse on the old users but stronger on everyone else. The loss of MR shred hurt all the traditional users quite a fair bit due their natural hybrid damage and especially considering they often use Hurricane too so there's no longer the utility of boosting all other sources of magic damage on your team.
The 500 cost increase is pretty nasty, but it sure is some crazy sustain on melee users.
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idk but a varus almost 1v9d with that item so seems busted.
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No such thing as over the top with Sylas, probably the worst designed character ever made. Free lich bane, check. Free Tiamat, check. 20%-100% heal, check. 2 gaplcosers including a point and click, check and check. Alright boys let’s top this off with an ult steal that cannot be prevented.
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Sylas fighting oppression by being the most oppressive champion in the game.
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On April 04 2019 16:39 DarkCore wrote: Sylas fighting oppression by being the most oppressive champion in the game.
Sounds like real life communism. Perfect for the communist champ
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I'm having a real odd stretch of game where the better I play the harder we lose and if I feed a bit we win easy.
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On April 05 2019 13:14 JimmiC wrote: I'm having a real odd stretch of game where the better I play the harder we lose and if I feed a bit we win easy.
Fucking same man. I've gotten out of lane as adc 4/1 only to have my enemy adc be like 8/1 and a bunch of random shit like that. Super tilting tbh
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Obviously, it's because you didn't carry enough, if you don't go 10/0 in your lane every game you deserve to lose /s
Most games these days feel very stompy, one way or the other. Games spiral out of control very quickly and you can do little to stop it, since it requires everyone to contribute.
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nerfing herald to only give 1 plate max when he bombs the tower might be nice. winning 1 lane no matter what character you are is nowhere near as impactful atm because the team that has map control over herald just gets so much money and map dominance from the early tower push. same reason why we dont see many successful hyper carry drafts in progames. the herald does too much to not give the hyper carries time to come online
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Jinx and Vayne are among the most popular picks in pro play right now.
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i wasnt referring to hyper carry drafts as singular picks, rather entire teams that are strongest when they reach late game. also vayne and jinx are popular because theyre great late game carries that arent really that weak early anyway. picks like twitch and kogmaw are the real victims here
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Kog is a great pick into Vayne when played properly, just watch Deft. He outlanes her pretty hard, and scales arguably harder in the lategame unless Vayne is allowed to focus a single champion, which can be difficult when Kog is focusing her himself with his superior range. The reason you don't see him is because he suffers in the midgame, which is when Vayne is strongest (2 items good, 3 items probably best ADC right now, 4+ items S tier but not the best), and needs a team comp around him. This usually means giving up objective control, because Lulu sure as hell isn't going to be doing much at a 10 minute dragon fight. Then there's the other problem where if he falls behind, enemy team takes plates and tries to snowball the game before he comes online. Meanwhile Vayne can peel herself, laughs at Lucian past one item, and becomes impossible to deal with if she gets ahead because she's so mobile. She also lanes well against most other meta picks.
It's nice to see that what Rekkles mentioned about Jinx, that she's actually a good laner once you get the 4th point in Q and scales incredibly well, being proven right with her high pick rate. Although it still feels like she's being picked by specific players rather than all pros as a whole.
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On April 06 2019 14:21 evilfatsh1t wrote: nerfing herald to only give 1 plate max when he bombs the tower might be nice. winning 1 lane no matter what character you are is nowhere near as impactful atm because the team that has map control over herald just gets so much money and map dominance from the early tower push. same reason why we dont see many successful hyper carry drafts in progames. the herald does too much to not give the hyper carries time to come online
Herald is just a mistake. There should never be 2 major neutral objectives on the map now that they changed warding.
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When you are support and alone in lane, when do you last hit? Like how many minions do u need to make it worth it compared to your gold generating item? Talking about spells thief.
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The items don’t work anymore if you are alone thanks to frostmancer.
But in most cases I would add being alone in bot as a support is a mistake
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I'm talking about the adc is dead and your defending the tower to whatever. There are times you are alone in lane. It is better to last hit or not? From a gold generation perspective.
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You cannot generate gold with no team members within 1200 yards thank to frostmancy (the no cs top lane strat)
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So at that point I should cs?
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Your support item is deactivated either way
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On April 07 2019 01:07 cLutZ wrote:Show nested quote +On April 06 2019 14:21 evilfatsh1t wrote: nerfing herald to only give 1 plate max when he bombs the tower might be nice. winning 1 lane no matter what character you are is nowhere near as impactful atm because the team that has map control over herald just gets so much money and map dominance from the early tower push. same reason why we dont see many successful hyper carry drafts in progames. the herald does too much to not give the hyper carries time to come online Herald is just a mistake. There should never be 2 major neutral objectives on the map now that they changed warding.
Disagree, Herald is great. There was this major lul where the game slowed down while everyone waited for Baron. However, they should probs nerf its spawn to 12 or 13 mins instead, so it's harder to use for turret plating.
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Earlygame luls are good for the game. They increase comp diversity by forcing earlygame comps to make aggressive plays at turrets instead of just camping neutrals to get a gold lead.
But the 2 objective problem isn't only for earlygame. Elder dragon also is bad.
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On April 07 2019 11:43 cLutZ wrote: Earlygame luls are good for the game. They increase comp diversity by forcing earlygame comps to make aggressive plays at turrets instead of just camping neutrals to get a gold lead.
But the 2 objective problem isn't only for earlygame. Elder dragon also is bad.
Herald is what prevents boring scaling comps from just stalling the first 20 minutes under tower, and forces proactive play, I also think it was a good addition. Although I agree that elder dragon is a bit problematic, for a different reason: as we've seen for the past two weeks or so, teams have realized that rushing open inhibitors while the enemy takes an objective on the map is a valid strategy. This shifts the advantage way too hard towards teams with mountain drake stacks. Losing an inhibitor tower should be a bad thing, but being able to rush through an inhibitor, nexus towers and the nexus itself, or less if some have been taken down, should not be a complete deterrent to taking neutral objectives.
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I think the suggestion of the charge only taking one plate is an easy and elegant solution
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On April 08 2019 01:23 Slusher wrote: I think the suggestion of the charge only taking one plate is an easy and elegant solution
Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo.
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just accept the fact that all your plates are belong to us now
its the only thing junglers have left we are in xp poverty
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On April 08 2019 03:08 chipmonklord17 wrote:Show nested quote +On April 08 2019 01:23 Slusher wrote: I think the suggestion of the charge only taking one plate is an easy and elegant solution Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo.
I think this would be a great way to nerf herald if you wanted to, but I’m personally ok with it as is.
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On April 08 2019 03:08 chipmonklord17 wrote:Show nested quote +On April 08 2019 01:23 Slusher wrote: I think the suggestion of the charge only taking one plate is an easy and elegant solution Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo. this was the kind of idea i had in mind. takes only 1 plate if plates are still up but does normal damage if plates are gone. basically a deterrence from using it just to farm plate money
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On April 07 2019 17:12 DarkCore wrote:Show nested quote +On April 07 2019 11:43 cLutZ wrote: Earlygame luls are good for the game. They increase comp diversity by forcing earlygame comps to make aggressive plays at turrets instead of just camping neutrals to get a gold lead.
But the 2 objective problem isn't only for earlygame. Elder dragon also is bad. Herald is what prevents boring scaling comps from just stalling the first 20 minutes under tower, and forces proactive play, I also think it was a good addition. Although I agree that elder dragon is a bit problematic, for a different reason: as we've seen for the past two weeks or so, teams have realized that rushing open inhibitors while the enemy takes an objective on the map is a valid strategy. This shifts the advantage way too hard towards teams with mountain drake stacks. Losing an inhibitor tower should be a bad thing, but being able to rush through an inhibitor, nexus towers and the nexus itself, or less if some have been taken down, should not be a complete deterrent to taking neutral objectives. Umm, that's what scaling comps are supposed to do. Giving early comps extra tools is unnecessary and bad for balance.
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I really hope they dont nerf morg, Im as high as I have ever been and climbing.
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On April 08 2019 09:12 evilfatsh1t wrote:Show nested quote +On April 08 2019 03:08 chipmonklord17 wrote:On April 08 2019 01:23 Slusher wrote: I think the suggestion of the charge only taking one plate is an easy and elegant solution Does the charge take only one plate, or only do one plate of damage because those are two different things. I think it would be an interesting decision to make the rift herald charge take one plate, but make it do its current damage post-plate. That creates a level of choice in games imo. this was the kind of idea i had in mind. takes only 1 plate if plates are still up but does normal damage if plates are gone. basically a deterrence from using it just to farm plate money
I don't think they should change herald but this is definitely how I'd do it if I was forced to
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On April 08 2019 10:27 JimmiC wrote: I really hope they dont nerf morg, Im as high as I have ever been and climbing.
Disgusting morg abusers...
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On April 08 2019 12:38 AdsMoFro wrote:Show nested quote +On April 08 2019 10:27 JimmiC wrote: I really hope they dont nerf morg, Im as high as I have ever been and climbing. Disgusting morg abusers...
+ Show Spoiler +
Guess who that is . Although that was from before the visual update.
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On April 08 2019 12:38 AdsMoFro wrote:Show nested quote +On April 08 2019 10:27 JimmiC wrote: I really hope they dont nerf morg, Im as high as I have ever been and climbing. Disgusting morg abusers... But but but... when she is banned I go battle sona.
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I got baited into playing ARAM to complete the quest line, I have no idea how people enjoy this mode. Also backtrack is completely useless and I hope it never replaces barrier for summoners rift
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I play it with my 6 year old. I work the mouse and him the keyboard. It is an interesting challenge!
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On April 09 2019 04:02 Slusher wrote: I got baited into playing ARAM to complete the quest line, I have no idea how people enjoy this mode. Also backtrack is completely useless and I hope it never replaces barrier for summoners rift
Played an ARAM yesterday. Backtrack was fun :D
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Aatrox changes being tested to come out in two patches or so:
Umbral Dash (E) [RETURNED] :: Now has 2 charges, from 1 [RETURNED] :: Cooldown between casts to 3/2.5/2/1.5/1 [RETURNED] :: Charge cooldown to 22/19/16/13/10
World Ender (R) Cast time :: .5 >>> .25 Revive Self Slow :: 25% >>> 99% Revive Heal:: 10-50% Max HP >>> 30% Max HP [NEW] :: Now also fears enemy champions on cast for 1 second [NEW] :: Aatrox now only revives if he gets a takedown during World Ender [NEW] :: Takedowns extend World Ender by 5 seconds, reset The Darkin Blade (Q)'s cooldown, and add 1 charge of Umbral Dash
NGL, I dislike the changes. If the goal is to make him more playable in soloq, I feel like this punishes him too much even for soloq where there are more kills.
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Continuing with changes:
They're changing Coup De Grace, removing the bonus adaptive damage after a takedown. This is a change I welcome as it's clearly stronger than the other options. 7 or 8 AD might not be a lot, but the % increase is already competitive with the other options and then it STILL gives an extra bonus. At least now you can make some more nuanced decisions.
I actually wonder how represented every rune is currently.
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On April 11 2019 08:18 AdsMoFro wrote: Aatrox changes being tested to come out in two patches or so:
Umbral Dash (E) [RETURNED] :: Now has 2 charges, from 1 [RETURNED] :: Cooldown between casts to 3/2.5/2/1.5/1 [RETURNED] :: Charge cooldown to 22/19/16/13/10
World Ender (R) Cast time :: .5 >>> .25 Revive Self Slow :: 25% >>> 99% Revive Heal:: 10-50% Max HP >>> 30% Max HP [NEW] :: Now also fears enemy champions on cast for 1 second [NEW] :: Aatrox now only revives if he gets a takedown during World Ender [NEW] :: Takedowns extend World Ender by 5 seconds, reset The Darkin Blade (Q)'s cooldown, and add 1 charge of Umbral Dash
NGL, I dislike the changes. If the goal is to make him more playable in soloq, I feel like this punishes him too much even for soloq where there are more kills.
It basically means that Aatrox can no longer pop his ult to feel safe. It can still be used as a deterrent when he gets dived, but if he's super low, you can kill him now if he doesn't get a kill back. Changing his e back is very big, imo this is basically a buff. Once again he's got surprising mobility by mid game, meaning his combo is likely to hit and murder squishies. I'm 100% sure the last passive won't make it live, otherwise he'd be a scarier reset champ than kat.
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On April 11 2019 17:58 DarkCore wrote:Show nested quote +On April 11 2019 08:18 AdsMoFro wrote: Aatrox changes being tested to come out in two patches or so:
Umbral Dash (E) [RETURNED] :: Now has 2 charges, from 1 [RETURNED] :: Cooldown between casts to 3/2.5/2/1.5/1 [RETURNED] :: Charge cooldown to 22/19/16/13/10
World Ender (R) Cast time :: .5 >>> .25 Revive Self Slow :: 25% >>> 99% Revive Heal:: 10-50% Max HP >>> 30% Max HP [NEW] :: Now also fears enemy champions on cast for 1 second [NEW] :: Aatrox now only revives if he gets a takedown during World Ender [NEW] :: Takedowns extend World Ender by 5 seconds, reset The Darkin Blade (Q)'s cooldown, and add 1 charge of Umbral Dash
NGL, I dislike the changes. If the goal is to make him more playable in soloq, I feel like this punishes him too much even for soloq where there are more kills.
It basically means that Aatrox can no longer pop his ult to feel safe. It can still be used as a deterrent when he gets dived, but if he's super low, you can kill him now if he doesn't get a kill back. Changing his e back is very big, imo this is basically a buff. Once again he's got surprising mobility by mid game, meaning his combo is likely to hit and murder squishies. I'm 100% sure the last passive won't make it live, otherwise he'd be a scarier reset champ than kat. Yeah the last passive is insanity power if he gets a reset.
Also with the closing of liquidhearth, It'd be sad, but we might be on the chopping block soon as well
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I'm pretty much fine with getting merged back into TL, as long as we get the subforum a la 2012 back. Also, maybe we could get featured articles this time.
By the way, is there anybody here who's going to EU LCS (LEC) finals this weekend? I'm probably going both days, would be cool to say hi.
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I've not got one foot on the morg train and the other squarely on team Taric. I wish that sounds awesome Fildun.
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MSI should be be like a sweet allstar tournament instead of a pretend world championship.
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They should clearly do both. Without MSI being discount worlds we'd literally only have worlds as a useful tournament that was interregional. Ideally there should be 2-3 more
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I mean there is an actual all-star tournament at the end of the year lol
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Blue Kayn wallwalking is going to be 8 seconds at all ranks. wtFFFFFFFFFFF
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