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LoL 3.8 patch notes

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LoL 3.8 patch notes

Post by YourTasteInWomen on June 11th 2013, 11:23 am

Champions

Aatrox
Aatrox, the Darkin Blade is in this build but will be turned on at a later date.

Already made a topic for him, so go look at that, it might need updating idk I'll look into it

Annie
We’ve made some changes to Tibbers to make him a tankier and more threatening presence in late game team fights beyond his initial burst damage.
Summon: Tibbers
Tibbers’ Health increased to 1200/2100/3000 from 1200/1600/2000
Tibbers’ Magic Resist increased to 30/50/70 from 25/45/65
Mana cost reduced to 100 at all ranks from 125/175/225

My support shall be even stronger mwahahaha, although everyone does support annie now ffs. On a more important note, this should be pretty decent for annie, mainly in the fact that she has a lower mana cost, even though RoA is a big build on her, and it also means tibbers can help tower dive more effectively

Ashe
This change allows Ashe players to use her passive in more strategic ways beyond a level one poke or incidental crit.
Focus
Ashe now gains 3/4/5/6 Focus stacks every second while not attacking instead of gaining Critical Strike Chance
Ashe will critically strike on her next basic attack when she reaches 100 Focus stacks
Initial Focus stacks are equal to Ashe's Critical Strike Chance

So this is a bit odd, I'mma have to play with it a bit to see how well this works, but it looks pretty decent. You get a kinda statikk shiv build up on your crit, which starts from your base, and you don't get a guaranteed crit until it hits 100, but boviously your base crit still applies

Corki
Missile Barrage
Fixed a bug where Missile Barrage would sometimes fail to deal damage

Hecarim
As a strong sustain fighter, Hecarim was blowing up squishy targets with Onslaught of Shadows’ high damage and on-impact fear. To balance the ability out, we’ve taken away the landing damage and shifted it to the riders that travel with Hecarim.

The Devastating Charge buff should let Hecarim jump over small walls and ledges to his opponents when he dashes to them. Keep in mind that when we say small ledges, there are only a few in the game like the river ramp ledges and very thin jungle walls.
Devastating Charge
If Hecarim's target is beyond narrow terrain, Hecarim will now leap over the terrain to the target
Onslaught of Shadows
No longer deals damage at the end location
Rider damage increased to 150/250/350 (+1.0 Ability Power) from 100/200/300 (+0.4 Ability Power)

So we all saw hec nerfs coming, kinda nice to see the ult nerf, although the AP ratio is a bit odd. Brace yourselves, troll AP hecarims are coming. I honestly wouldn't be surprised to see some shit like hextech gunblade nashors tooth hecarim coming through, or something equally as ridiculous and failing. As far as the sensible world goes though this won't stop him ganking you through your wards, but if he uses ult you might not die instantly, and enither will the 3 or 4 he hits with it in a teamfight. The e change is gonna be weird I feel, until we know what he gets over and what he doesn't, I'm guessing it's just gonna be the ledges at river, but who knows

Karma
Focused Resolve was impractical because whenever players wanted to use it, they needed the healing up front, not over time. This change still emphasizes the “leash break” gameplay, but now appropriately rewards Karma for using Mantra on her W and keeping her enemies close.
Inner Flame
Mana Cost reduced to 50/55/60/65/70
Explosion radius increased to 250 from 230
Focused Resolve
Now correctly gives vision of the unit while rooted
Mantra Bonus - Renewal
No longer heals over time for 25% Missing Health
Now heals Karma for 20% (+1% per 100 Ability Power) of missing Health immediately upon casting and another 20% (+1% per 100 Ability Power) of missing Health if the leash is not broken
Inspire
Mantra Bonus - Defiance
Fixed a bug where Defiance's mini-shields weren't applying the Ability Power ratio

More Karma buffs, yay. The heal change is pretty nice, I don't know if the second heal is missing hp from when first cast or missing hp from when you heal, but I'm guessing the latter otherwise it's gonna give stupid amounts of hp. It still doesn't scale with levelling the ability, which I kinda want but idk. The vision on it is nice for stealth units, akali was really annoying because the tether just kinda went into the shroud at a random point and never moved. Other than that it's bug fix and a radius nicrease, which I don't see being very big unless those numbers correspond to a certain movespeed not making it out of the mantra version.

Kha'Zix
The changes to Kha’Zix are ultimately about giving him more viable choices when picking evolutions. Evolving Void Spikes granted such huge damage, high poke, and great utility that it was crowding out his other evolutions. Now Void Spikes gets a slow as part of the base skill, so its utility is there even at level one. Taste Their Fear’s evolution was previously reliant on having targets isolated. Now it works whether they are isolated or not, but does more damage against isolated targets, making it a more reliable choice. We also increased Void Assault’s damage reduction while in stealth to make it a slightly more enticing choice and to remind players of its additional utility.
Taste Their Fear
Isolation bonus now increases damage by 45%
Evolution adds 8% missing Health damage (Can be further increased by Isolation)
Void Spikes
Now slows targets hit by 20% for 2 seconds
Mana cost reduced to 55/60/65/70/75 from 60/70/80/90/100
Bonus Attack Damage ratio increased to 1.0 from 0.9
Evolution no longer consumes passive to apply effects--instead triples shot
Can no longer be cast during Leap
Void Assault
Damage reduction while in stealth increased to 50% from 40%

Right so this is where someone else is gonna have to comment, as this is supposed to nerf him really hard and I honestly don't see how. The % missing hp damage was already there on q, so I dunno why that is mentioned, same goes for the void spikes slow although that is reduced by 5%, the mana cost is reduced, and the ratio is increased. The bit about the passive I assume means it doesn't apply the passive anymore, as opposed to simply if it does use the passive the passive is gone until you go out of sight again. The fact it can't be cast midleap is a bigger deal but it just a mechanic change that you can get used to. The 10% increase in damage reduce on his ult could make quite a difference as flat damage reduction is always massive.

Kog'Maw
Void Ooze
Fixed a bug where the slow wasn't reduced by tenacity

Lissandra
For a control mage with the kit she has, Lissandra was throwing out a lot of front-loaded damage. The intention of these changes was not only to lower her damage, but to also better highlight her in-fight control as her core strength.
Ring of Frost
Cooldown reduced to 14/13/12/11/10 seconds from 18/16/14/12/10
Mana cost reduced to 50 from 70
Fixed a bug where the root failed to apply if Lissandra died
Glacial Path
Cooldown now begins upon initial cast rather than upon recativation or at the end of the missile
Frozen Tomb
Self-cast duration increased to 2.5 seconds from 1.5
Slow increased to 20/30/40% from 20/20/20%
Damage reduced to 150/250/350 from 150/300/450

So her w gets a pretty nice buff which later on is a pretty big amount of damage on her so she'll like that but she does lose the damage on her ult, although the cc is increased. To be honest though, i think this could buff her early game due to the cc increase, but obviously the damage will hurt later on. They certainly seem to have made her higher utility focus as planned none the less.

Nautilus
If Nautilus gets ahead in levels, he ends up with both high damage and high tankiness when leveling Titan’s Wrath first. As a strong initiator tank with high crowd control, we’ve reduced some of that mid-game damage output so he’s less overwhelming when he snowballs.
Titan's Wrath
Damage changed to 40/55/70/85/100 from 30/55/80/105/130
Fixed a bug where the Ability Power ratio on hits was lower than intended

So this is basically stopping someone who is tanky cc from doing too much damage, which is good, I saw it coming and I imagine a lot of people did, the AP bug fix may stop it being too overwhelming is people build any AP on him, but nobody really does so it's ok ;p

Poppy
Heroic Charge
Spell has been refactored to better detect terrain

Sejuani
Sejuani’s rework left her incredibly powerful in terms of overall damage and crowd control potential. We’ve tuned back some of those strengths to bring her more in line with other initiator tanks.
Northern Winds
Bonus maximum Health ratio reduced to 10% from 16%
Permafrost
Reduced slow duration to 1.5/1.75/2/2.25/2.5 seconds from 2/2.25/2.5/2.75/3
Glacial Prison
Reduced stun and slow duration to 1.25/1.5/1.75 seconds from 1.5/1.75/2

So other than the w damage, these are all fairly tame nerfs, but the w nerf is pretty big, that 6% is going to slow her scale a lot, which is good, although her utility is going to be as strong as it was before really, half a second or a quarter of a second probably won't make huge differences.

Sona
Sona is a consistently strong support, so after we fixed a long-standing bug with Power Chord: Diminuendo we felt she would be a dominant pick without additional balancing. On that note, we’ve reverted some of our older changes to Sona. These changes are designed to maintain her parity with other supports by lowering her early game burst and her late game durability while making her a little more forgiving in the early game.
Base Health increased to 450 from 410
Base Armor increased to 11.3 from 9.3
Power Chord
Base Power Chord damage changed to 13/20/27/35/43/52/62/72/82/92/102/112/122/132/147/162/177/192 from 18/28/38/48/58/68/78/88/98/108/118/128/13//148/158/168/178/188
Aria of Perseverance
Fixed a bug where Aria of Perseverance's Power Chord: Diminuendo was not decreasing damage dealt
Lowered the duration of Aria of Perseverance's Power Chord: Diminuendo to 3 seconds from 4
Bonus Armor and Magic Resistance to self and healed ally reduced to 6/7/8/9/10 from 8/11/14/17/20
Changed aura bonus Armor and Magic Resistance to 6/7/8/9/10 from 3/6/9/12/15

So I'm not voer happy here, what was going to happen was a perfectly good sona buff, but then, they found out that thee w didn't work so they had to tone all that down and rethink everything now that they found out because the fix was gonna be HUGE. Now the base stat buffs I like, maybe I won't die instantly in lane now, or so I thought until I realised that the stats from w had been lowered, so she is infact, squishier than before because a good sona presses w just before anything hits to take less damage unless she was full hp in which case she does it as soon as the first damage hits to heal it off and take less from the rest. But now you take less less damage (if that makes sense). On the plus side, power chording the carry WORKS yayayayayay, I'll be doing that a lot. ALso I extended the power chord changes from the patch notes to actually include the numbers so you can see it better, basically it does less until level 17, when it doesn't matter, which should stop q sona from nuking your carry for no fucking reason.

Thresh
Death Sentence
Fixed a bug where Thresh could cast Flash while casting Death Sentence
Varus
Piercing Arrow
Fixed a bug where casting Piercing Arrow while targeting an enemy would cause Varus to stop moving
Vi
Blast Shield
Fixed a bug where Blast Shield's cooldown at higher levels was 1 second longer than intended
Vault Breaker
Fixed a bug where casting Vault Breaker while targeting an enemy would cause Vi to stop moving.


General Champion Notes
Targeted wall-jump abilities now check both sides of the wall for the closest location of the cursor, so players don't fail-jump into a wall, when the other side was clearly in range.

THANK YOU VERY MUCH AT LAST OMFG

We've added new targeting indicators to show how far the target is knocked back for the following abilities:
Alistar's Headbutt
Lee Sin's Dragon's Rage
Poppy's Heroic Charge
Vayne's Condemn

This is kinda handy, but I feel with smart cast I won't get this shit lol

We've improved consistency for abilities that behaved inconsistently when the targeted enemy uses Flash. We’re cleaning up these interactions so that either the ability won’t cast or Flash won’t be used up (it will be one or the other, never both).
Jayce's Thundering Blow
Singed's Fling
Skarner's Impale
Volibear's Rolling Thunder
Changes to Slow Zones

THANK YOU VERY MUCH EVEN MORE THAN BEFORE OMFG

All slow zones now update on a quarter-second interval, meaning when you move out of a slow field, the slow will wear off almost immediately unless you’re hit by an ability that applies an individual slow (like Kog’Maw’s Void Ooze). What this means: your champion's movement speed will be restored more quickly when leaving a slow field, but the slow within the fields have not been changed.

This change should make interacting with slow zones more intuitive while rewarding players who react quickly (as stepping out of a slow field will reward you faster). This is a small nerf to most of the champions affected, but we will be closely monitoring champions affected by these changes.
The following abilities have had their slow refresh rate reduced to 0.25 seconds:
Singed's Mega Adhesive
Lux's Lucent Singularity
Gangplank's Cannon Barrage
Lulu's Wild Growth
Miss Fortune's Make It Rain
Trundle's Pillar of Ice
Varus' Hail of Arrows
Viktor's Gravity Field
Vladimir's Sanguine Pool
Lux's Lucent Singularity also applies a 0.25 second slow to targets hit by the detonation
Kog'Maw's Void Ooze missile also applies a 1 second slow to targets struck

Now this is kinda nice, I don't care overly about "people who react fast" but more about people that almost but not quite miss, yeah it's nice when you walk out of an ability and it stops almost instantly, but not as much as it is when the person pretty much misses you but one unit of hit box cauht you so you get slowed anyway, that shit is just annoying, minor, but annoying.

Items
We’ve lowered the price on a number of starting items to give players more options with consumables and general builds.
Boots of Speed
Cost reduced to 325 from 350
Items that build out of Boots of Speed have had their recipe costs increased by 25

This is possibly the most important 25G change the could ever do. Roll on the boots 4 starts

Doran's Ring
Cost reduced to 400 from 475
Health reduced to 60 from 80
Mana restore on kill reduced to 4 from 5
Doran's Shield
Cost reduced to 440 from 475
Armor reduced to 0 from 5
Health Regen increased to 10 from 8
UNIQUE Passive now blocks 8 damage from champion basic attacks from 6

I honestly don't know how big these are going to be, they were kinda first back items if you wanted to just hold an advantage in lane, or claw back a minor disadvantage. With the dorans ring, it'll stop some people buying them to get a bit tankier maybe, or at least ease up on how tanky they get, Diana comes to mind. As for the shield, nobody really bought it anyway, but I could see it being more viable on champs that get poked by auto's but not by casting from people. Plus, notably, you can now start dorans ring 2 or dorans shield 1, which you might star to see now.

We’ve removed the randomness on Madred's and Wriggle's to increase consistency while allowing players to plan out their jungle routes better. Wriggle’s wasn’t very enticing so we’ve tuned up its stats to be worthy of a slot later in the game for those who can take advantage of it.
All instances of Rend as a passive have been changed to Maim
Maim is now the passive that refers to dealing bonus magic damage to monsters with every basic attack
Butcher is the passive that refers to dealing percent bonus damage to monsters from all sources
Hunter's Machete
UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
Now deals 10 bonus magic damage to monsters with every basic attack
Spirit Stone
UNIQUE Passive - Rend changed to UNIQUE Passive - Maim
Now deals 10 bonus magic damage to monsters with every basic attack
Madred's Razors
UNIQUE Passive - Maim
Now deals 60 bonus magic damage to monsters with every basic attack
No longer deals bonus damage to minions
Wriggle's Lantern
UNIQUE Passive - Maim
Now deals 100 bonus magic damage to monsters with every basic attack
No longer deals bonus damage to minions
UNIQUE Active
Ward duration reduced to 90 seconds from 180
Cooldown reduced to 90 seconds from 180
Attack Damage increased to 25 from 15
Life Steal increased to 15% from 10%
Armor reduced to 25 from 30
Combine cost increased to 500 gold from 100 (total cost increased to 2000 gold from 1600)
A few patches back we buffed a number of jungle items to make them more enticing for junglers. The changes, however, made these items so efficient that even lane champions were buying them with no regard for the Butcher passive. We still want lane champions to consider these in strategies that center on poaching jungle camps or helping with map objectives, but we ultimately want these to feel like the optimal choice for junglers first.
Spirit of the Ancient Golem
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
Spirit of the Elder Lizard
Attack Damage reduced to 35 from 45
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%
Spirit of the Spectral Wraith
Ability Power reduced to 40 from 50
UNIQUE Passive - Butcher
Damage bonus to monsters increased to 30% from 25%

Right, so there is a lot to say here. I feel initially that machete may be weaker, it loses true damage and gains magic damage, however at the same time I feel that they would make it do the same based on the creeps magic resist, so I'm confident I'm wrong. The increase however does make me wonder. Madreds now does less than wriggles, meaning the upgrade is now worth it, even more so by those massive buffs on the stats, this was likely to put it in line with spirit stone times which were generally preferred. All spirit stone items have been nerfed in lane by having their damage shifted from stats to bonus monster damage which means maybe, just maybe, people will stop building spirit of the elder lizard on ezreal and doing now damage, but thinking it's good because it's in the same build as items that do do damage. On top of that, the madreds ward lasts a shorter amount of time with the same cd, for fuck knows what reason

We've moved Malady's passives to the two other Attack Speed on-hit items to further solidify Nashor's Tooth's niche role as an Ability Power focused auto-attacker item, while moving the magic shred onto Wit's End to better synergize with magic damage based fighters (Sunfire Cape combines quite well with Wit’s End even for champions that don’t deal magic damage). Malady has been removed as it has been a poor fit in the current space that it was in.
Recurve Bow
Cost reduced to 900 gold from 950
Malady
Removed from the game
Nashor's Tooth
Combine cost increased to 920 from 500
Ability Power reduced to 60 from 65
Additional Passive - Basic attacks deal 15 (+15% of Ability Power) as bonus magic damage on hit
Wit's End
New Recipe: Recurve Bow + Null Magic Mantle + Dagger + 700 gold = 2400 gold
Attack Speed increased to 42% from 40%
Revised Passive - Basic attacks steal 5 Magic Resist from the target, stacks up to 5 times

SO as far as I am concerned all this has done is nerfed Irelia and buffed kayle and teemo unless wits end still deals magic damage o every attack in which case it's buffed all 3 as they are the only champions that use those 3 items really. Malady being gone is a bit annoying, but after thinking about it, it just means instead of buying it I'll buy nashor's tooth earlier and have an extra item slot, suddenly I don' care about malady anymore, plus I coud likely use that slot for wits end to make me have more MR YAY. Obviously the items still synergise well together so it's all nice Smile

Maps
Summoner's Rift
We’ve increased the initial spawn times of jungle creeps to get rid of the frustrating experience advantage players could get by killing certain jungle camps before laning phase. This was a much requested change from a lot of pro teams around the world, as the only real counter was to switch lanes or to try to prevent it altogether.

The other changes are to reassure junglers since they won’t be able to start wolves or wraiths before heading to their buffs. Faster spawns will also help some champions who have exceptionally high clear times and want to just stay in the jungle. Overall, this will be a buff for junglers across the board as we’ve opened up additional jungle route options for them.

On that note, junglers traditionally have high impact in the early game, so there is some concern that these changes may be making them too strong in that area. We will be closely monitoring the situation to see if we need to balance further.
Jungle
Wolves
Initial spawn time increased to 1:55 from 1:40
Respawn time reduced to 50 seconds from 60
Wraiths
Initial spawn time increased to 1:55 from 1:40
Golems
Initial spawn time increased to 1:55 from 1:40
Respawn time reduced to 50 seconds from 60
Ancient Golem
Base Experience granted increased to 340 from 220
Now plays a particle effect to show who the buff transferred to
Lizard Elder
Base Experience granted increased to 340 from 220
Now plays a particle effect to show who the buff transferred to
Young Lizard
Base Experience granted reduced to 10 from 40

So this is pretty nice, although it does slow down the initial jungle route, BUT I don't think it matters too much, I think the classic smiteless blue to steal their red still works, but I think a jungle route at your own camps means you may as well smite the blue, which means other people can get into lane faster and get the xp they would have got from the small camps from the lane, because they didn't miss out on 1 or 2 creeps by helping you. It's not the same amount but hey ho it's something

Twisted Treeline
Enabled several items
Hunter's Machete
Spirit Stone
Spirit of the Ancient Golem
Spirit of the Elder Lizard
Spirit of the Spectral Wraith
Crystal Scar
Added Dominion variants of several items
Tear of the Goddess (Crystal Scar)
Mana per charge increased to 5 from 4
Manamune (Crystal Scar)
Mana per charge increased to 8 from 4
Archangel's Staff (Crystal Scar)
Mana per charge increased to 10 from 6
Rod of Ages (Crystal Scar)
Now gains stacks every 40 seconds, down from 60 seconds
Howling Abyss
Enabled several items
Hunter's Machete
Spirit Stone
Spirit of the Ancient Golem
Spirit of the Elder Lizard
Spirit of the Spectral Wraith
Shop close distance is now calculated from the spawn, not the shop
Shop close distance increased to 1600 from 1400
Fixed a bug causing players to become stuck if they wiggled behind blue laser turret
Poros have gone through an 80s action movie training montage and now have some resistance to lasers

I don't know or overly care why any of that has happened, not gonna lie

Game Interface
Minimap & HUD
The Player's nameplate will now always be drawn last, causing it to always appear over ally and enemy health plates.

This is kinda nice, although it seems stupid when yout hink about it. If I am fighting someone melle, on top of them, I now have no way of seeing their hp, I can't even click on them because my character is in the way, wheras before, theirs was on top so I'd see it in the fight, and mine is at the bottom of the screen, but w/e

Item Shop
The search terms "Spooky Ghosts", "Bork", "Botrk", "AA", "NLR", "SOTO", "SOTD", "dshield", "dblade", and "dring" have been added to the in-game item shop.
Custom Item Sets
Item sets will no longer be lost when a player changes their Summoner name.
Game Menus
The Key Binding page has been reorganized to be easier to use
Gifting Animation
Gifting animation has been updated
Custom Game Mini-maps
Custom Game Mini maps updated to include unique mini maps for each map

The only part I care about here, is how item sets were disable because if you change your summoner name you lost them. seriously? that's why? ffs

League System

Added the ability to spectate players and teams in challenger tier via an option in the leagues menu.
Added notifications to inform players when they are close to hitting LP decay for inactivity in ranked queues.

These are both pretty nice touches, I'll probably take advantage of the former

Player Behavior
Behavior Alerts
The PVP.net client will display new warning alerts for players with spikes of negative activity, in order to help course-correct them as soon as possible with quick and direct feedback.
Players with recently detected unsportsmanlike behavior will see a warning after the End of Game screen.
Alerts will not follow every player report; alerts are targeted toward players that exhibit uncharacteristic spikes of highly negative behavior.




General

The Loading Screen no longer appears off-center in your monitor after Champ Select, when in Borderless or Windowed mode.
Included a possible fix for an issue that would cause LoL to open in the bottom right of the screen on computers under heavy load
Logitech monochrome keyboards should no longer clear their display when the last two heads-up buttons are pressed.
Logitech keyboards should no longer change their brightness when your champion is dead.

THIS. THIS RIGHT HERE. IS THE BEST NEWS IN THIS PATCH I SWEAR TO GOD OMGOMGOMGOMGOMGOMGOMGOMG I'VE BEEN WAITING FOR THIS FOR SO FUCKING LONG WOW IT'S SO FUCKING ANNOYING OMG
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Re: LoL 3.8 patch notes

Post by DreamSwE on June 11th 2013, 7:12 pm

"General

The Loading Screen no longer appears off-center in your monitor after Champ Select, when in Borderless or Windowed mode.
Included a possible fix for an issue that would cause LoL to open in the bottom right of the screen on computers under heavy load"


^ This = <3
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Re: LoL 3.8 patch notes

Post by YourTasteInWomen on June 11th 2013, 7:51 pm

DreamSwE wrote:"General

The Loading Screen no longer appears off-center in your monitor after Champ Select, when in Borderless or Windowed mode.
Included a possible fix for an issue that would cause LoL to open in the bottom right of the screen on computers under heavy load"


^ This = <3

Fuck game balance, this is what the people demand
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Re: LoL 3.8 patch notes

Post by SaintJusticar on June 11th 2013, 8:02 pm

Hecarim change
The e change is gonna be weird I feel, until we know what he gets over and what he doesn't, I'm guessing it's just gonna be the ledges at river, but who knows

In the 3.8 patch vid shows Hecarim ability to go over the blue buff wall so if you have vision on it, I am pretty sure it will help with escaping (if the blue buff is there) as well as initiating. So pretty sure he'll be able to go over most of the thinner walls aswell.

Wits end
SO as far as I am concerned all this has done is nerfed Irelia and buffed kayle and teemo unless wits end still deals magic damage o every attack in which case it's buffed all 3 as they are the only champions that use those 3 items really.

Yeah if they don't have the original passive on Wits end this is a nerf to Irelia, Warrick and Tiger Udyr (Phoenix Udyr could be a buff) and any other attack speed physical damage champions. But the new passive will help these champs a bit if they have Sunfire Cape as well. I see this item being a bit more appetising for Shen players.
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Re: LoL 3.8 patch notes

Post by YourTasteInWomen on June 11th 2013, 8:30 pm

Forgot people got in on ww and shen actually, and never thought about sunfire cape, may have a look into that
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