Wednesday, March 16, 2011

League of Legends - Overview and comments about new patch v1.0.0.113



(I decided to hold off on giving an overview of the new patch until I've given a chance to play through it, so I can give more honest and informative feedback for you guys, instead of assuming such things.  Enjoy.)

(As usual to make things more clear, I have put my comments in green, hope that helps.)

New Skins in the Store
  • Frozen Terror Nocturne

  • Void Nocturne

  • Leprechaun Veigar

  • Battle Regalia Poppy

(The Veigar skin is pretty funny, though I doubt most will want to buy it.  Poppy's skin looks a lot like the White Knight Poppy custom skin made a while back... inspirations, anyone?  Nocturne's skins are... lackluster actually, with the exception of the frost skin which would match well with Shen's skin.  

His original and void skin look very similar, like a generic shadow spirit - thing and I think it could have been done better.  Off the top of my head you could have included a skin with a red sweeping cloak and chains that resembled Spawn or something else and I think a lot of people would have been like: "Damn, I gotta waste my money on that!"  Where is the check, Riot? These ideas don't come free, ya know?)

PVP.net v1.31.27
  • Made several usability improvements to the Join Custom Game screen
  • Private games are now hidden by default. There's a new checkbox to show them
  • Made improvements to the Login Queue UI
  • Login Music checkbox now saves correctly between sessions
  • The player list in the end of game screen will now correctly always show all of your teammates
  • The "View Profile" button in personal messages now works correctly
  • Fixed several bugs with viewing runepages when a match is found that was causing bad behavior
(Not really any too noticeable changes here, after playing through a few games and logging on a few times, I didn't notice these too much.)

(Something odd to mention is the fact that in the patch notes, there is no mention of Tryndamere's and Veigar's new profile pictures, as they were changed like the four champions last patch, however in this patch it was not mentioned.  Very odd.  Also, the store icon is different.  Hmm... someone messed up.)
+
League of Legends v1.0.0.113
5Nocturne, the Eternal Nightmare

(I sort of missed the moving animation from the spotlight where Nocturne would throw out his arms fist-pump style with his wrist blades extended hilariously.  Now he just folds them back like a bird.  Oh well.)


  • Duskbringer: Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed and Attack Damage.
  • Shroud of Darkness: Nocturne empowers his blades, passively gaining attack speed. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier which blocks a single enemy spell and doubles his passive attack speed if successful.
  • Unspeakable Horror: Nocturne plants a nightmare into his target's mind, dealing damage each second and fearing the target if they do not get out of range by the end of the duration.
  • Paranoia (Ultimate): Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.
  • Umbra Blades (Passive): Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.
(As I stated, having more time to play the patch has given me a better perspective on it and I can actually give you a light review on the champion after seeing him played. Nocturne is the next in line of melee focused Assassin, great for single kills and revolves around trickery and control to manipulate enemies.  But, he also has a shield and get away ability, making him some what difficult to take down and can easily turn the fight over, especially with his fear ability. [It's nice to see another champion with fear though.]  His ultimate allows him to blind all enemies on the map, making them unable to see their allies and also allows him to teleport far away to kill a enemy.  You can see the Champion Spotlight here.

After seeing him in action several times, playing with him and against [Not having the IP to actually buy him yet..] I find him a bit OP, if you are fair and compare him to similar assassins such as Shaco or Kassadin.  He can also apparently jungle quite well early game.  I feel in particular his ultimate can be overpowered with a competent player and team.  Even Phreak in his spotlight admits that used with Twisted Fate there isn't much the other team can do to not get a person killed.  As well as this, I feel he is a bit too defensively skilled and as the game progresses you will see players that can extremely fed with carry the game.  Compare to a pre-nerfed Twitch, Jax or Pantheon.  Will Riot realize the monster they have set loose on the Fields of Justice and swiftly put a stop to his destruction, or will skilled champions prove to be a match for him.  Time will always tell.)

Akali
  • Adjusted Twin Disciplines to trigger at 9.5 AD and 19.5 AP to account for rounding
(In the rare event that you have a half a point in either, probably to account for runes or mastery increases I'm sure.)
Anivia
  • Glacial Storm mana cost reduced to 75 at all ranks from 75/125/175
  • Updated all of Anivia's animations to be less frigid
(Nice mid-late game buff for Anivia's mana usage and... Frigid..? Like..? HA HA! Oh you Riot guys.  I see what you did there.)

Caitlyn
  • Headshot now requires 8/7/6 attacks to trigger at level 1/7/13 respectively from 8 attacks at all levels
(Makes Caitlyn's passive proc more often now, the joyous ring of bells were heard..)

Cho'Gath
  • Feral Scream damage reduced to 75/125/175/225/275 from 80/130/180/240/300
  • Vorpal Spikes
    • Damage increased to 20/35/50/65/80 from 20/30/40/50/60
    • Ability power ratio increased to .3 from .2
  • Feast
    • Damage reduced to 300/475/650 from 300/550/800.
    • Ability power ratio increased to .7 from .5
  • Carnivore mana received on kill has been reduced by 50%
  • Base health reduced to 520 from 550
  • Base armor reduced to 19 from 21
(This was talked about in the patch note's previews and I'll be alluding to this paragraph for a multitude of Champions.  This is a direct viably nerf to many of the bruisers within the game, generally reducing base toughness and damage as well as various changes to make it more difficult to lane.  

This was done I presume because of the overwhelming amount of teams recently that will put 3 of more bruisers on a team, making a tough team that does tons of damage and allows 2 squishies to sit in the back comfortably throwing spells.)

Evelynn
  • Fixed a bug where Hate Spike's tooltip showed the damage incorrectly at earlier ranks
(Hardly noticeable.)

Galio
  • Righteous Gust mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100
(Same here, too.)

Gragas
  • Barrel Roll damage reduced to 85/135/185/235/285 from 100/150/200/250/300
  • Drunken Rage mana restored while channeling reduced to 30/45/60/75/90 from 40/55/70/85/100
(See the entry on Cho'gath.)

Irelia
  • Equilibrium Strike
    • Damage reduced to 80/130/180/230/280 from 80/135/190/245/300
    • Cooldown reduced to 8 seconds from 9
    • Ability ratio reduced to .5 from 1
  • Transcendent Blades damage reduced to 85/135/185 from 90/140/190
  • Base health reduced to 515 from 575
  • Movement speed reduced to 320 from 330
(Ohhh boy.  A large nerf to Irelia.  I'm not so certain that this was needed honestly.  I feel that she should be more offensive item dependent, so you can't do the popular build where you buy a Triforce then build tanky for a very hard to kill champion.  I'll look into this more to see the justification.)

Jarvan IV
  • Golden Aegis' PVP.net description no longer states it triggers automatically
(Nice catch.)

Kassadin
  • Force Pulse
    • Damage reduced to 60/115/170/225/280 from 60/120/180/240/300
    • Cooldown increased to 6 seconds from 5
    • Ability power ratio reduced to .7 from .8
  • Riftwalk ability power ratio increased to .5 from .4
  • Void Stone damage reduction reduced to 10% from 15%
(A mostly nerf to Kassadin, seems like they really want to pull over the new champion, eh?  You know what, Kassadin players have gibbed me one too many time at a tower.  Burn the guy and beat the nerf-stick all over until the announcer screams 'pentakill'!  ..That felt good.)

Lux
  • Prismatic Barrier shield increased to 60/85/110/135/160 from 50/75/100/125/150
  • Finales Funkeln ability power ratio reduced to .75 from .85
(Lux too for that matter.  Seems like they're increasing her supportive-ness and nerfing her annoyingly awesome ultimate.  I think that's the right direction, as her support is the more interesting aspect about her to me.)

Malphite
  • Granite Shield Increased the re-use time of your shield reactivating upon taking damage to 12 seconds from 8.
  • Ground Slam bonus damage based on armor decreased to 50% from 70%
(Specifically Malphite was mentioned in the Patch Preview, see Cho'gath's entry.)

Maokai
  • Arcane Smash damage increased to 70/115/160/205/250 from 50/95/140/185/230
  • Twisted Advance damage increased to 80/115/150/185/220 from 80/110/140/170/200
  • Sapling Toss lifetime increased to 35 from 25 seconds.
  • Vengeful Maelstrom
    • Casting delay reduced by 50%
    • Initial mana cost changed to a static 75 from 75/125/175
    • Continual mana cost changed to a static 30 from 30/35/40 per second
(Wow! A rather big buff to Maokai, who is already devastatingly good in a lane, this will definately put him up there in the tanking tier with Rammus and Shen for sure.  I may have to try him out now.. you know, just to speculate on this change... you know.  Ha Ha!)

Mordekaiser
  • Fixed a bug where Mordekaiser's per-level health, armor, attack speed, damage, and magic resist were lower than intended
(Being a Morde player myself, I won't be biased because I honestly think he should have been nerfed: [See Cho'cath's entry if you must.] It's odd that he's the only bruiser that is actually buffed, bug or not.)

Singed
  • Armor per level decreased to 3.5 from 4.2
(See Cho'gath's entry.)

Sion
  • Death's Caress damage and shield reduced to 100/150/200/250/300 from 110/160/210/260/310
  • Base health reduced to 507 from 577
  • Base health regeneration decreased to 1.58 per 5 seconds from 1.62
  • Health regeneration per level reduced to 0.19 from .2
(Again, Cho'gath's entry explains it pretty well.)

Sivir
  • Fixed a bug where Fleet of Foot had stopped working
(Wow, I feel bad for you Sivir players... all three of you.  But, I like this change actually.  Riot: "We have fixed a bug that made your ability not work, sorry about that!"  Good thing she kicks ass with only four abilities.  Yeah.)

Sona
  • Power Chord now deals 14 damage + 9 x lvl (from 24 + 12x bonus magic damage) in bonus magic and a bonus effect depending on Sona's last song played.
  • Hymn of Valor
    • Base damage reduced to 50/100/150/200/250 from 60/110/160/210/260
    • Ability power ratio increased to .7 from .5
    • Mana cost changed to 75 from 65/70/75/80/85
    • Power Chord - Stacatto: Deals double power chord damage
  • Aria of Perseverance
    • Base heal increased to 35/70/105/140/175 from 30/55/80/105/130
    • Ability power ratio reduced to .35 from .5
    • Mana cost normalized to 75 from 65/70/75/80/85
    • Power Chord - Diminuendo: Debuffs the target to deal 20% less damage for 3 seconds
  • Song of Celerity
    • Mana cost changed to 75 from 65/70/75/80/85
    • Power Chord - Tempo: Slows the target by 25% for 2 seconds
  • Crescendo
    • Cooldown decreased to 140/120/100 from 170/150/130
    • Ability power ratio increased to .8 from .7
(A huge list of changes to Sona, but it's pretty simple once you break it down.  They are changes to make the champion less passive, giving her passive that powers up her attack more of a effect, depending on the aura you are currently playing.  First of all, they nerfed her damage aura and the power chord itself, increased her base heal aura while nerfing the AP ratio and mana cost and normalizing her movement speed aura and lastly lowering the cooldown on her Ultimate.  

Next they added an effect to her passive - Power Chord.  In the damage aura it does double damage.  In the heal aura it would reduce damage and the movement aura slows the target.  This makes Sona a more balanced champion and overall after playing her, I felt more active and it's fun mixing up her spells to create increasing effects.  If it were me though, I would have changed it so that if you had two auras active that you would get both effects - So that having the damage and movement auras would deal double damage and slow the target.  Maybe a bit OP, but it would be a fun thing to master.  Overall, a good thing for Sona.

Veigar
  • Added a funky new dance for Veigar - rock on!
(It's great.  Nuff' said.  But a lot of the old champions need this treatment.  I figure this was made for his new skin and they just decided to give it to all of the skins, but hoping more champions get better animations.)

Zilean
  • Time Bomb
    • Mana cost increased to 70/85/100/115/130 from 60/75/90/105/120
    • Base damage reduced to 90/145/200/260/320 from 100/155/210/270/330
  • Chrono Shift
    • Base revive increased to 600/850/1100 from 500/750/1000
    • Ability power ratio reduced to 2 from 3
    • Buff duration reduced to 7 from 10
(So, changes on Zilean.  A time bomb nerf in both mana use and overall damage across the board, as well as change to his ultimate which increases the revive power, but nerfs the duration.  Hard hits on the guy that will hurt, but he isn't ruined or anything.)

Items
  • Banshee's Veil refresh time increased to 45 seconds from 30 seconds.
(A bit of a nerf here, but needed because this item was basically used by everyone in the meta game to avoid a large amount of damage while keeping most of their build intact.)
  • Doran's Blade
    • Fixed a bug where Doran's Blade was providing an unintended effect
    • Damage increased to 10 from 9
(If you weren't aware, Doran's Blade had a hidden effect that gave the player gold per 10 seconds.  For a while now actually and I'm sure 'nobody' knew about it, until Phreak accidently leaked it while playing on the live stream before the big Riot vs Bots match... I'll get into that soon, don't you worry..  So, they removed that and added a bit more damage.  Cool, I guess.)
General
  • Experience
    • When more than 1 champion is sharing experience, 10% extra experience is split among all targets
    • Two champions each gain 55%, up from 50%
    • Three champions each gain 36.7%, up from 33.3%
    • Four champions each gain 27.5%, up from 25%
    • Five champions each gain 22%, up from 20%
(What this means is you get slightly more XP then you are grouped up together or are 2 laning, nice.)
  • Death timers increased slightly for levels 4-17
  • Minions
    • Cannon and super minion turret resistance returned to 50% from 65%
    • Minions now deal 50% damage to turrets from 60%
    • Cannon minions now start spawning every other wave after every 35 minutes, increased from 20
(Apparently Riot [As well as myself] were not satisfied with how the match timing changes were early-to-mid game so they reverted some of those changes a bit, making towers last longer and death timers increased past level 4.  

I agree with this actually as it felt like death had little consequence, making pushing very difficult when you come kill the lane and 10 seconds later they would teleport right on top of you.  Hoping that Riot has learned from this and make things more balanced.)

  • Effects that prevent you from dying will now always occur in a set order
    • Undying Rage
    • Chronoshift
    • Guardian Angel
    • Rebirth
(Interesting change which makes sense.  Fear the Tryndamere player with Zilean's ult, Guardian Angel and packing Revive.  Good god!)



I have some time so I will now talk about the Co-op vs AI mode that was implimented a few days after my previous patch notes.

I have been long awaiting this mode and was planning on making a longer separate post but after playing it I'm a little bit disappointed and I will not dwell on this too much after all.  The bots are not up to par, they don't play pro level or even average.  If you are used to regular practice mode bots, pulling those tricks will generally get you killed, but compared to a human player they are simply not up to snuff.  They have been improved and it would be great to see this AI implemented into practice mode as they are a bit crafty and may surprise you sometimes.  Their poor performance may have to do with the bots seemingly having no mastery or rune set up and they would feel more powerful with these enhancements.  This mode is nice if you're testing a brand new champion and are a bit too fearful or stepping in with real players and the IP you get afterwards is surprisingly good and forth your time to complete.  However, the challenge is lacking a bit.  If they improved each bot with mastery, runes and better summoner skills [No bots have useful skills such as flash for example] then they might be more useful.

Until next time.



No comments:

Post a Comment