Du bist nicht angemeldet.

  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

1

Samstag, 24. Dezember 2011, 15:07

NEWS Thread

Hallo Leute,

ich dachte mir ich erstelle nun den Thread für News.
Hier poste ich alles was sich auf LoL bezieht, werde versuchen mit Spoiler auch etwas ältere News noch zu behalten. Also wer mehr News hat, wird dann auch in diesem Startpost gesetzt, damit wir wirklich aktuell bleiben.


Hier mal der Anfang.

Hier kann man Fragen stellen und Pendragon versucht eine Antwort zu geben]
Genau so hies es auch auf den Bezug mit Banns]
Dass Leute mit dem Post "gg noobs" einen bann kassieren können. Und Riot scheint den Bannhammer zu schwingen, im offiziellen Forum stoßt man immer wieder auf Threads in denen so mancher für 40 Jahre gebannt wurde.

Riot verschenkt 450 RP an anständige Spieler
Hier spielt Riot den Weihnachtsmann und beschenkt die Beschwörer ohne kurzen Bann mit 450 RP, das ganze kann sich bis zum 28.12 hinziehen. Na dann schauen wir mal ob wer was kriegt ;)

Sicherheit für Beschwörer
Riot hat eine kleine Hilfe gestellt, in bezug auf die Sicherheit eures Accounts. Die Sachen sind zwar bekannt, aber finde es nicht schlecht.

Riot dankt ihren Spielern
In einem kurzen Video sprechen Marc „Tryndamere“ Merrill und Brandon „Ryze“ Beck, einen Dank an die Community aus und zeigten nochmal einige Beiträge im Bereich Creations. Und ein besonderes Lob derer, die gezeigt wurden.


Viktor Patch, keine Balance
So man lies jetzt verlauten, dass im Patch mit Viktor keine Balance Geschichten geregelt werden sondern nur einfacher performenc sachen. Das ganze soll reibungslos über die bühne laufen, leider aber erst verzögert die Woche. Das heißt nicht gewohnt morgen, sondern wo möglich erst Freitag/Samstag. Lassen wir uns da einfach überrascchen ^^

mögliche Inhalte der nächsten 2 Patches
beinhaltet, Anivia Skin Rework, Shen buff, und möglicher weise auch neue Items


danke hier Jinyax

Jax coming soon
wie Riot über Leaguecraft verkündet hat, sind die arbeiten am Jax rework mehr oder minder abgeschlossen, er soll noch immer das Potenziel haben wie der alte. Was wirklich dahinter steck ist jetzt noch nicht bekannt, warten wir es ab.

Zitat

leaguecraft
Viktor, the Machine Herald will be available late tonight / early tomorrow morning pending no disasters when we turn him on!

für uns heißt das mehr oder minder morgen früh. Ich bin gespannt. Aber zur Überbrückung hier gleich



Der Champion Spotlight zu Viktor.


So das war es erst mal hier, ich hoffe ich kann bald wieder mit mehr hier auftreten.
NEWS:

Hier mal ein paar wenige
Jax scheint fertig zu sein
so sieht es zumindest danach aus, wenn ein Championspotlight für Ihn demnächst folgen soll. Ich hoffe mal es bleibt nicht beim alt bekannten "soon"

Neuer CC ist unterwegs

Spoiler Spoiler


[Sleep Ability] Sleep is a possibility but that mechanic tend to require exceptionally long durations to feel meaningful and the exploit case and frustration levels for CCs over 3 seconds in duration makes them incredibly risky abilities to use. That style of "Statis" mechanic is used a lot in MMO PvP and it feels truly awful on the receiving end I would be very wary about it. That said this mechanic could work if implemented very carefully, but the mechanic by default has me a bit worried. - FeralPony


Nunu kriegt einen Buff für den Jungle, mehr Attackspeed um mit den anderen mit zu halten.

Spoiler Spoiler

[Nunu] Nunu is getting an attack speed buff next patch to bring him more in line with other junglers. This should help his jungle speed out a bit as well as his early game blue dependency in jungle due to his passive triggering more often. Due to the multiplicative nature of Bloodboil's attack speed bonus this increased base attack speed boost is multiplied by BB and is a further small boost to his power. This small change has a large number of subtle effects on Nunu which should help him out a bit. - FeralPony


Kleine News, wie Support Champion ist in Arbeit und Kata wird keine Änderung im nächsten Patch erleben

Spoiler Spoiler

[New Support Champion in Development] In production at present, won't be out for a bit but definitely closer than when previously mentioned.

Plan's for a primary support, so right at home in bot lane. Can't give out any interesting details beyond that though sorry, theme/name/abilities etc can, and often do, get changed throughout the development process. - Meddler

[Extra] Katarina: Don't believe there are any changes to her in the next patch, don't know beyond that.

Void Champs: We like our current Void Champs and there's desire to do more, beyond that can't really comment either way sorry.

My champ: Not the next patch, but not too long after that barring unexpected changes in schedule (which do happen occasionally). - Meddler


Für die Leute die auch überlegen wegen den neuen Skins, wir haben alle zeit und können uns vielleicht mal auf einen Sale von ihnen freuen
"[Lunar Skins] The Lunar Revel skins are Normal skins. This means they will be staying in the store and not disappear."


Jetzt noch eine wichtige Sache.
Gesetzliches Problem aus den USA

Ok noch was neues:

Jax kriegt sein Remake mit dem nächsten Champ
Dieser Champ heßt Sejuani und soll auch eher in die Tank Richtung gehen. Nach dem Bild nach, reitet sie auf einem Wildschwein, ob das im Spiel auch so ist, mal schauen. Aber was man sagen kann, sie ist eine von Trynadmere's und Ashe's Volk.

Paar Infos sind schon fertig, wie manche Skills, sein könnten. Dran fest machen kann man sich jetzt mal nicht. Wie lange es dauert bis der Patch wirklich kommt wurde nie wirklich gesagt, manche vermuten, noch 2 wochen, ich glaube fast nächste Woche. Lassen wir uns überraschen

Spoiler Spoiler

During the Jax Champion spotlight announcement. Phreak mentions Sejuani Patch. Here is the statement below

Welcome to the Jax Champion Spotlight, summoners! For those who aren’t quite familiar with Jax, he’s a melee fighter and an exceptional duelist, able to quickly close into melee against his enemies. For those who are long-time fans, Jax will be receiving a major update in the Sejuani patch, complete with new abilities, mechanics, particles, and animations. Whether you’d like to learn a new fighter or just get a sneak peek at the changes, take a look at the Jax Champion Spotlight!



Freljord Lore hinting Sejuani

The Freljordians were once a divided people, The War of the Three Sisters having left the denizens splintered for generations. The region was divided and dominated between three nomad tribes: The Tribe of the Frost Archer, The Tribe of the Ice Dervish, and The Tribe of the Winter's Claw. Over the years the tribes would have occasional skirmishes with one another, though the reasons for why they continued fighting had been long forgotten by most. The tribes were reigned by the three Princesses: Ashe, the Frost Archer; Lissandra, the Ice Dervish; and Sejuani, the Winter's Claw. In more recent times, with the crowning of their new Queen and King, the Freljordians have started the process of mending the bonds between their fractured tribes. In addition, through the alliance established by their foreign King, the barbarian tribes of northern Valoran have migrated to Freljord and have begun integrating their traditions into the Freljordian culture.


[UNCONFIRMED] Sejuani Skills - Source http://forum.gamer.com.tw/C.php?bsn=17532&snA=51886&tnum=9

Passive: Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.

Arctic Assault (Q)

Sejuani charges forward, dealing 60/90/130/170/210 (+0.4) magic damage and applying Frost to enemies. Sejuani stops upon colliding with an enemy champion.

cost 70/80/90/100/110 Mana
cooldown 19/17/15/13/11
range 700.0


Northern Winds (W)

Sejuani summons an arctic storm around her for 5/5/5/5/5 seconds, dealing 12/18/24/30/36 (+0.1) (+ [1/1.25/1.5/1.75/2% of maximum Health]) magic damage each second to nearby enemies.

Damage is increased by 50/50/50/50/50% against enemies affected by Frost or Permafrost ( magic damage per second).
cost 40/40/40/40/40 Mana
cooldown 10/10/10/10/10


Permafrost (E)
Sejuani converts Frost on nearby enemies to Permafrost, dealing 60/110/160/210/260 (+0.5) magic damage and increasing the Movement Speed reduction to 30/40/50/60/70% for 3/3/3/3/3 seconds.
cost 55/55/55/55/55 Mana
cooldown 11/11/11/11/11


Glacial Prison (R)

Sejuani throws her weapon, stunning the first enemy champion hit for 2/2/2 seconds and all other nearby enemies for 1/1/1 second. All affected targets take 150/250/350 (+0.8) magic damage and are affected by Frost.

cost 100/100/100 Mana
cooldown 150/130/110


Champion Info

tag: tank
range: 125
move speed: 315
armor base: 17.5 (+3.5 per level)
mana base: 220 (+40 per level)
mana regen: 1.29 (+0.09 per level) (Appears to be shown as per second instead of per 5)
hp regen: 1.45 (+0.17 per level) (Appears to be shown as per second instead of per 5)
magic resist: 30 (+1.25 per level)
hp base: 450 (+85 per level)
attack: 54 (+3.5 per level)


Zu Jax gibt es auch einen Spotlight schon und dort taucht auch der Name des neuen Champs mit auf.


Spoiler Spoiler



Art

Champions
Guqin Sona model scale normalized to better match her other skins
Splash and Loading Screen Updates
Classic Alistar
Classic Fiddlesticks
Classic Galio
Classic Janna (minor artifact fixes)
Classic Malzahar
Unchained Alistar (minor artifact fixes)
Bird of Prey Anivia
Team Spirit Anivia
Corporate Mundo
Bandito Fiddlesticks
Piltover Customs Heimerdinger
PAX Jax
Angler Jax
Shadow Prince Malzahar
Vizier Malzahar
Assassin Master Yi
Yellow Jacket Shen
Silent Night Sona
White Mage Veigar


Dieser Patch bringt einige Nerfs mit sich, aber auch Buffs.
Im Video zur Patchpreview wurde der nerf von Riven schon angesprochen und die änderung von Jax.
Nunu bekommt seinen buff mit dem Attackspeed, dies soll ihm im Jungle vor allem helfen wieder mit den anderen mitzuhalten.
Dr. Mundo bekommt auch einen buff, aber das wird nicht allles sein, da ein Remake von ihm in Planung ist, dies soll aber nicht im nächsten Patch sein.
Ahri und Shaco kriegen einen "kleinen" nerf, Ahri bekommt höhere Manakosten auf den Orb und erhöhten Cooldown auf Ulti. Shacos boxen halten sich nicht mehr so lange im Spiell.
Sehr interessant ist, dass Volibear und Vladimir einen Buff bekommen. Bei Vlad muss ich sagen ist der Buff in meinen Augen sehr stark. Die Passive wurde zwar schlechter aber der rest macht das alles wieder weg, wegen niedrigeren Lebenskosten.
Volibear zu buffen ist eine Sache die ich selbst noch überdenken werde, dass sein Charge jetzt immer 15% movmentspeed gibt (auch beim weglaufen) ist eine möglichkeit auch mal wegzukommen.
Vayne bekommt einen Nerf so wie Graves, in meinen Augen ist es bei beiden zurecht, da sie einen viel zu hohen Schadensoutput haben.
Sehr zu meinem Verwundern, ist ein weiterer Nerf auf Trynda zu sehen.
Skarner und Rammus werden generft. Es sieht für mich aus, als würde ihre Ganks schwächer, wie sehr muss man erst mal sehen.
Der Cooldown von Surge dem Summonerspell wird reduziert, dennoch glaube ich weniger, dass man diesen daher öfter sieht.


Nun noch ein paar andere Sachen.

Oben schon angesprochen der Anstehende Mundo Remake

Spoiler Spoiler

[Mundo] Mundo remake is still in our backlog. We were just planning out today when we'd get to him (he's not up next). There are a few issues we'd like to address before hitting up Mundo. The minor buffs are here to help in the interim - RiotVeonneth


Für alle Viktor Spieler, dennen er zu schwach noch ist.... müssen auf einen buff noch etwas warten

Spoiler Spoiler

[Viktor] We do believe though that it's too early to fully read into Viktor's exact power level. There just has not been enough time to experiment and see all of the possibilities and potential.

We are looking to do quality of life stuff though such as increasing the missile speed of his Q. - Statikk


Pvp.net Chat wird etwas geändert

Spoiler Spoiler

Summoners!

With the upcoming patch, you will notice changes to PVP.net chat. These changes are targeted at providing you with improved visuals along with functionality tweaks that we hope will make chatting a better experience.

Apart from some new visuals, the most noticeable change is that the horizontal arrow used for scrolling has been removed in favor of resizing your chat windows so that they fit into task bar. For those of you who often have multiple chat windows up, we are interested in how you feel this impacts your normal day-to-day usage of chat. Please be sure to reply with your feedback on the new changes.

A few bug fixes have also accompanied this update. For instance, focus stealing on new incoming IM windows has been removed, and chat windows will now only scroll down on incoming messages if you're already at the bottom.

As with all other features of League of Legends, we will continue to improve and update this experience. In the interim, however, we value your feedback and would like to hear your opinion on the changes.

Ok heute ist ein guter Tag für Neuigkeiten, denn ich hab frei XD

Also fangen wir gleich an.

Die Patchnotes und der Spotlight des neuen Champs sind online. Ich poste hier die Englischen Patchnotes, da aus Erfahrung in den Deutschen manchmal fehler auftauchen.

Spoiler Spoiler

New Skins in the Store

Sabretusk Sejuani
Darkrider Sejuani


PVP.net v1.52

Ranked Teams
Ranked Team roster size has been increased to a maximum of 9
Provisional Ranked Teams will now be automatically disbanded after a certain period of time to prevent name squatting
Made it easier to invite members of your Ranked Team to a group chat
Team Tags will now show up in more parts of the PVP.net and in game UI
Team Game invites will now play a different sound to differentiate from normal invites
Team Member status will now show up in the Team Profile screen so you can see who is online and available to play
Cleaned up the Ranked Team creation process to be more clear
Tweaked the Ranked Team matchmaking algorithm to be more accurate
Spectator
Fixed a bug where Spectators would sometimes get stuck at the loading screen
Fixed a bug where the last few minutes of a spectated game get sped up
General
Summoner's Rift (Winter) has been removed from matchmaking
Chat windows and buddy tooltips have been re-skinned to be visually consistent with the rest of the buddy list
The horizontal “arrow button” scrolling (for when you have more than 4 chat windows) has been removed. Chat windows will now scale down their presence in the task bar so they all fit.
Text input focus stealing on new incoming IMs has been removed
Fixed a bug where chat windows would scroll down to the bottom for every incoming message, regardless of your current scrolling position


League of Legends v1.0.0.132
Sejuani, the Winter's Wrath

Frost (Passive) - Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
Arctic Assault - Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
Northern Winds - Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.
Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
Glacial Prison (Ultimate) - Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.


Ahri

Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
Spirit Rush cooldown increased to 90/80/70 seconds from 80/70/60


Dr. Mundo

General
Base attack speed increased to .625 from 0.595
Attack speed per level increased to 2.8 from 2.5
Magic resist per level increased to 1.25 from .75
Burning Agony health cost reduced to 10/15/20/25/30 from 20/25/30/35/40
Sadism ultimate cooldown reduced to 65 from 75


Fizz

Implemented the following changes to Chum the Waters which were in Ahri patch changelog, but not actually moved into the patch:
Fixed a bug where Chum the Waters stopped working if Fizz died
Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
Added a 3-2-1 timer like Time Bomb
No longer hits nontargetable units like Vladimir in Sanguine Pool


Graves

Buckshot Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80
Collateral Damage
Initial damage reduced to 250/350/450 from 250/375/500
Explosion damage reduced to 140/250/360 from 140/275/400
Cooldown increased to 100/90/80 from 80/70/60


Jarvan IV

Mana per level increased to 40 from 30
Golden Aegis mana cost reduced to 65 from 75
Demacian Standard mana cost reduced to 55 from 60


Jax (remake)

General
Base health increased to 551 from 506
Health per level increased to 88 from 83
Armor per level increased to 3.5 from 3.2
Added an animation to Jax's Joke
Relentless Assault - Passive (Remade)
Every time Jax attacks an enemy he gains 4-10% increased attack speed (stacks up to 6 times)
Leap Strike
Cooldown changed to 10/9/8/7/6 seconds from 13/11/9/7/5
Damage changed to 70/110/150/190/230 (+1.0 bonus attack damage)(0.6 ability power) from 20/45/70/95/120 (+1.0 total attack damage)(0.7 ability power)
Empower
Cooldown reduced to 7/6/5/4/3 seconds from 9/8/7/6/5
Damage changed to 40/85/130/175/220 from 60/95/130/165/200
Ability power ratio increased to 0.6 from 0.4
Mana cost increased to 30 from 20
Counter Strike (Remade)
Jax dodges all incoming basic attacks for 1.5 seconds. At the end of the effect, Jax deals 40/70/100/130/160 (+0.8 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 10/15/20/25/30 damage for each attack dodged.
Grandmaster's Might (Remade)
Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
Active: Jax gains ability power equal to 25/45/65 (+ 20% of his ability power) and attack damage equal to 25/45/65 (+ 20% of his bonus attack damage) for 6 seconds.


Nunu

Base attack speed increased to .625 from .613
Attack speed per level increased to 2.25 from 1.08


Rammus

Powerball duration reduced to 7 seconds from 8
Powerball initial speed increased to 30% from 25%
Defensive Ball Curl damage return reduced to 15/25/35/45/55 from 20/30/40/50/60


Riven

Base movement speed reduced to 320 from 325
Base health regen reduced to 10.4 per 5 seconds from 12
Health regen per level reduced to 0.9 per 5 seconds from 1
Broken Wings base damage increased to 30/55/80/105/130 from 30/50/70/90/110
Ki Burst base damage reduced to 50/80/110/140/170 from 50/90/130/170/210


Shaco

Jack in the Box duration lowered to 60 seconds from 90
Jack in the Boxes now show their remaining duration (in seconds) in their mana bar


Skarner

Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels
Crystal Slash slow decreased to 20/25/30/35/40% from 25/30/35/40/45%
Impale cooldown increased to 130/120/110 from 110/100/90


Tryndamere

Base attack damage lowered to 56 from 59.2
Base health regen per 5 seconds reduced to 7.9 from 10.9
Mocking Shout attack damage reduction lowered to 20/35/50/65/80 from 20/40/60/80/100
Fury decay now begins after 5 seconds, as opposed to 8 second previously


Vayne

Base movement speed reduced to 300 from 305
Night Hunter movement speed reduced to 30 from 40
Tumble bonus damage reduced to 30/35/40/45/50% from 40/45/50/55/60%
Final Hour Tumble stealth duration reduced to 1 second from 1.5


Veigar

Fixed a bug where killing a unit with Baleful Strike would not create the particle effect


Vladimir

Transfusion cooldown reduced to 10/8.5/7/5.5/4 seconds from 12/10/8/6/4
Crimson Pact ability power to health conversion reduced to 1.4 from 1.8
Hemoplague no longer costs 15% of your current health and is now no cost to cast
Tides of blood health cost ramp up reduced to 25% from 50%


Volibear

Base armor increased to 20 from 17.5
Rolling Thunder
Damage increased to 30/60/90/120/150 from 25/50/75/100/125
Volibear now gains 15% Movement Speed for the duration. This bonus increases to 45% Movement Speed when moving toward enemy champions.
Fixed a bug where Rolling Thunder's attack would sometimes cancel against fast moving targets
Frenzy bonus health to damage ratio reduced to 15% from 18%
Majestic Roar damage increased to 60/105/150/195/240 from 60/95/130/165/200
Chosen of the Storm (Passive) cooldown no longer resets on death


Warwick

Hunter's Call cooldown reduced to 24/22/20/18/16 seconds from 30/27/24/21/18


Xerath

Fixed a bug where Mage Chains could sometimes stun the target for 2 seconds instead of 1.5


Items

Ionic Spark is now purchasable on Summoner's Rift and Twisted Treeline
Nashor's Tooth
Total cost reduced to 2735 from 2885
Ability Power increased to 65 from 55
Ninja Tabi
Dodge has been removed
New UNIQUE Passive: Reduces the damage taken from non-turret basic attacks by 10%
Stinger total cost reduced to 1090 from 1140
Sword of the Divine has been removed


Summoner Spells

Surge cooldown reduced to 180 seconds from 220


General

[URL2="http://na.leagueoflegends.com/board/showthread.php?p=19632693"]Colorblind Mode[/URL2]
New mode which improves visualization of health bars and various graphical effects and animations for colorblind players.
Location (while in game): Options > Video > Advanced Options > Colorblind Mode (checkbox)
Blessing of the Lizard Elder no longer triggers on spell damage
Updated several Champions recommended items

Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »Falconone« (29. Dezember 2011, 09:00)


Es haben sich bereits 2 registrierte Benutzer bedankt.

Benutzer, die sich für diesen Beitrag bedankt haben:

Cola, Soulfire

  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

2

Dienstag, 27. Dezember 2011, 21:31

Update, News für Viktor.

Jinyax *

Major General

Beiträge: 1 048

Aktivitätspunkte: 5 305

XBox-Gamertag: JlnyaX

Spielsprache: DE USK

Spieleplattform: Xbox 360

Danksagungen: 355

  • Private Nachricht senden

3

Mittwoch, 28. Dezember 2011, 05:09

mögliche Inhalte der nächsten 2 Patches
»Jinyax« hat folgende Datei angehängt:
  • patch.jpg (45,75 kB - 47 mal heruntergeladen - zuletzt: 31. Oktober 2012, 15:12)


  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

4

Mittwoch, 18. Januar 2012, 17:35

Ich push das ganze kurz mal hoch.
News sind jetzt im Ersten Post hinzugefühgt worden.
Wenn ein bisschen wieder was bekannt ist, werde ich versuchen zu posten.

EDIT:
Der Letzte Link im letzten Spoiler funktioniert so leider nicht, da hab ich einen fehler gemacht beim Kopieren und kann das oben aber nicht ausbessern, da ich die maximale Zeichenanzahl weit über schritten hab.
Hier nochmal der link und der dazugehörige Abschnitt.

Colorblind Mode
New mode which improves visualization of health bars and various graphical effects and animations for colorblind players.
Location (while in game): Options > Video > Advanced Options > Colorblind Mode (checkbox)

Hier danke an Soulfire8000 für den Hinweis

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Falconone« (18. Januar 2012, 17:53)


  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

5

Mittwoch, 25. Januar 2012, 00:38

WupWup

Neue News sind da.

Viele haben das Ergebnis von der IEM in Kiev schon mitbekommen.
Moskow 5 hat das Tunier gewonnen und schlug TSM mit 2:1

Guinsoo meldet sich auch mit einem Kommentar zu Shen, die Worte sind zwar sehr kurz doch hoffe ich das beste für den kommenden buff

Spoiler Spoiler



Wer es gemerkt hat, hut ab, mir fiel es nicht auf. Aber Riot hat beim letzten Champs neue Effekte gebracht, nun wollen sie wissen, was wir spieler gern hätten. Ob das wirklich umgesetzt wird ist natürlich immer die Sache.
Post im Riot Forum

Neues Video von Riot, hier wird über den Modus Co-OP vs AI gesprochen. Die neuerungen in kurmen:
es sind nun 40 Champions als Bots unterwegs, sie nutzen Summonersspells, Itemsfähigkeiten und Skillshots.
Noch dazu kann man gegen sie jetzt auch in Domionion spielen. Was natürlich fraglich ist, wird die KI viel stärker als jetzt oder ist es immer noch eine spielerei.

Passend hierzu kommt dass die gewonnen IP erhöht werden sollen.

Zitat

[Co-Ops VS AI] We're in the process of tweaking IP rewards with the goal of making them better than before. - Coronach



  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

6

Sonntag, 29. Januar 2012, 19:33

So jetzt schreibe ich mal ein Paar News weil ich wieder kann ^^ Ohne PC ist es weit aus schwiriger.

Ok fangen wir mal an. Der neue Champ Ziggs ist im anmarsch. Er wirkt wie ein kleiner Bomberman für mich, aber doch irgendwie cool.
Über seine Fähigkeiten ist so manche bekannt, erinnert mich teils an Gragas und teils an Teemo. Grund ist hier, die bombe die ich hin werfe und zünden kann wann ich will, wie Gragas Fass. Oder die Minen wie bei Teemos Pilzen. Dennoch gut geklaut ist besser als schlecht selbstgemacht sagt ein Kumpel immer. Dennoch bin ich sehr gespannt, da ich aber vermute, dass Ziggs seine Fähigkeiten öfter einsetzten kann hab ich Befürchtungen. Dies beruht auf seiner Passiven die alle 12 Sekunden extra Schaden macht, der Cooldown wird durch das nutzen von Fähigkeiten reduziert. Wie hoch der Schaden dann ist, ist natürlich fraglich.

Spoiler Spoiler

Greetings Summoners!

Sometimes, you want to go a little crazy. Sometimes, you want to throw caution to the wind. And sometimes, you want to blow stuff up just to watch it explode. If you agree with any of the previous statements, we should have a conversation about Ziggs, the Hexplosive Expert.

The first thing you'll notice about Ziggs is that he doesn't get anything for free - it requires a strong throwing arm and keen aim to get the most out of him, trading safety and caution for massive damage opportunities and insane poke. Ziggs bounces - a new skill shot paradigm - bombs along the ground at his foes and blasts them to smithereens, providing he can predict his enemy's movements effectively.

In addition to a barrage of explosives, Ziggs has some madcap tricks up his tiny sleeves. Ziggs' Satchel Charge can control an area and knock back enemies a short distance when he detonates it, and he can also send himself flying away from the blast by using the ability to launch himself. If Ziggs is too hasty, however, he'll find the long cooldown can punish misuse and leave him vulnerable in a tight spot.

Ziggs espouses our new champion design direction to make champions deep and provide a unique gameplay experience. His strengths and weaknesses really shine (for example, his lack of a reliable targeted nuke allows us to give him greater damage potential and range), and mastering his abilities will challenge seasoned summoners.

Give Ziggs a spin and tell us what you think - your feedback has helped us move in this direction, and we're constantly working to make the game a more fun and engaging experience.

Abilities:

Short Fuse (Passive) - Every 12 seconds Ziggs' next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.
Bouncing Bomb - Ziggs throws a bouncing bomb that deals magic damage.
Satchel Charge - Ziggs flings an explosive charge that detonates after 4 seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage.
Hexplosive Minefield - Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing.
Mega Inferno Bomb (Ultimate) - Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance, Enemies in the primary blast zone take more damage than those further away.

Lore:

Ziggs was born with a talent for tinkering, but his chaotic, hyperactive nature was unusual among yordle scientists. Aspiring to be a revered inventor like Heimerdinger, he rattled through ambitious projects with manic zeal, emboldened by both his explosive failures and his unprecedented discoveries. Word of Ziggs' volatile experimentation reached the famed Yordle Academy in Piltover and its esteemed professors invited him to demonstrate his craft. His characteristic disregard for safety brought the presentation to an early conclusion, however, when the hextech engine Ziggs was demonstrating overheated and exploded, blowing a huge hole in the wall of the Academy. The professors dusted themselves off and sternly motioned for him to leave. Devastated, Ziggs prepared to return to Bandle City in shame. However, before he could leave, a group of Zaunite agents infiltrated the Academy and kidnapped the professors. The Piltover military tracked the captives to a Zaunite prison, but their weapons were incapable of destroying the fortified walls. Determined to outdo them, Ziggs began experimenting on a new kind of armament, and quickly realized that he could harness his accidental gift for demolition to save the captured yordles.

Before long, Ziggs had created a line of powerful bombs he lovingly dubbed ''hexplosives.'' With his new creations ready for their first trial, Ziggs traveled to Zaun and sneaked into the prison compound. He launched a gigantic bomb at the prison and watched with glee as the explosion tore through the reinforced wall. Once the smoke had cleared, Ziggs scuttled into the facility, sending guards running with a hail of bombs. He rushed to the cell, blew the door off its hinges, and led the captive yordles to freedom. Upon returning to the Academy, the humbled professors recognized Ziggs with an honorary title - Dean of Demolitions - and proposed that he demonstrate this new form of yordle ingenuity in the League of Legends. Vindicated at last, Ziggs accepted the proposal, eager to bring his ever-expanding range of hexplosives to the greatest testing grounds in the world: the Fields of Justice.

''Ziggs? Unpredictable, dangerous, yes yes. But quite brilliant!'' - Heimerdinger


Seit neuem soll es uns auch möglich sein, Champs nach ihrer Rolle zu suchen. Hier muss man aber dran denken, dass es die Rollen sind, welche Riot ihnen gab und von unseren abschweifen können.

Der Neue Patch bringt auch wieder ein Paar gute Nachrichten mit sich, aber auch schlechte welche ich unten noch anspreche.

zum einen Kriegt Viktor seinen buff, es sollen "sweet buffs" sein, was man darunter sich vorstllen soll ist fraglich

Spoiler Spoiler

Viktor is receiving some sweet buff in the upcoming patch. It will help Viktor's overall playability. You wont be disappointed!


Schlechte Nachrichten gibt es für die, welche auf den Shen Buff warten (wie mich). Dieser wird sich nochmal verzögern, aber was gesagt wird, scheint seltsam.... Wenn die Überlegung darin bestand, den Shadow Dash mehrmals in einem Fight nutzen zu können, wirklich werden würde.... man würde sehr viele Shens wieder antreffen

Spoiler Spoiler

[Shen] We definitely want to buff Shen, there's no questions about it. The challenge is making sure the buffs are done right, recently we had some changes on the PBE environment but we were not entirely happy with those changes. We decided to do some more work on his buffs before we release them. - Classick

Shen is a project we are currently actively working on. We want to not only just buff Shen though, rather we are attempting to take this opportunity to experiment with some gameplay changes that would make Shen more fun to play overall.

On Live, most of Shen's fun comes from the power and feel of his ultimate as it controls the flow of the battlefield. While that is awesome, we want to make sure Shen players can have interesting gameplay while his ultimate is not up. On Live, this gameplay currently consists of Shadow Dashing into a fight hopefully taunting the right targets, expending the rest of his energy rapidly by choosing to use Vorpal Blade or Feint, and then standing around looking pretty with no Energy for the rest of the fight.

The #1 issue we want to resolve with Shen is to make sure that he can have a sustained threat presence/utility in late game team fights. In my opinion, this starts with addressing his current Energy issues. Imagine a Shen who can Shadow Dash 2-3 times across the battlefield per fight, first locking down enemies and then returning to the aid of his allies to thwart off attackers. Not that this is necessarily exactly what we'll eventually do, but these are the kinds of thoughts we are currently toying with.

At the same time, we want to make sure that we keep Shen's extremes in check. For example, top lane Shen actually has a ton of sustain and early on can out harass / out lane many of the popular top lane champions used today. It can be an extremely frustrating experience. Another pain point in playing against Shen is the dreaded side push strategy in which he forces one of your team to stop him and then suddenly teleports to the team fight making it a 4v5. Although these are valid strategies and situations Shen excels at, we want to make sure opponents have the necessary counterplay options to fight against them.

These are the types of issues we are tackling while working on Shen, and unfortunately it does take a good amount of time to get right, especially with the multitude of other projects going on.

Pertaining to Mundo, we do intend to eventually make changes, but he is not an active project at the moment. The main issue we would be looking to solve on Mundo is assessing his early vs. late game potential, which would probably involve giving Mundo access to some more utility. At the same time, I think we would take the opportunity to solidify the risk vs. reward gameplay surrounding Mundo being at low levels of Health, constantly teetering back and forth to create advantages and bait enemies in. - Statikk




Und zu guter letzt noch hier die Patchpreview welche wieder auf Youtube zu sehen ist.
Wichtig hier, Lee Sin wird wieder generft, seine Passive und sein Q. Zu dem wird die Crit Chance Masterie rausgenommen und durch Damaged per level ersetzt. Und Jax bekommt jetzt schon seinen Buff, der Stun soll nun selbst abruf bar sein, bei weiterem Aktivieren. Mal sehen wie sich das auswirkt...

  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

7

Sonntag, 29. Januar 2012, 19:35

Ziggs Mechanic wurde auch schon bisschen verraten, nicht nur oben sondern auch in einem kleinen Interview mit Meddler - Associate Game Designer.

Spoiler Spoiler

Are they ranged or melee? I ask because he seems similar to rumbl/e gragas where all skills or ranged but basic attacks are melee. Also does he consume mana?


Meddler - Associate Game Designer

Ziggs' basic attacks are ranged and he is indeed a mana user.


Are they bombs doing single dmg ? like graves having a SHOTGUN doing single dmg?


Meddler - Associate Game Designer

His basic attack/passive do single target damage - we tested AoE versions but they both caused uncontrollable lane pushing early on, which felt terrible when last hitting, and forced us to pull power away from his active abilities which are the more important part of the kit.


All his other abilities deal AoE damage.


Does he scale of ad or ap?


Meddler - Associate Game Designer

He's AP scaling.



How does his bouncing bomb work? is like fizz' pole that jumps over things and then explodes, or it bounces off walls/champions/terrain like fiddle's crows, or brand's ulti?


Meddler - Associate Game Designer

There's an initial arc that easily clears terrain/enemies. After that the bomb will explode on contact with terrain or enemies when it lands or bounce a couple of times if in a clear zone. The length of the bounces is determined by the distance of the initial arc and the bounces can pass over very low/small terrain or enemies in certain circumstances, particularly if you know what to look for. Each time it bounces the bomb slows down a bit. Because of this combination of effects the bombs have a distinct feeling to throw and can get away with having a pretty decent range/low cooldown compared to many skillshots.


Will ziggs knockback bomb allow him to knock himself over small ledges (like the ones next to mid lane), drgaon/barons den, and jungle walls?


Meddler - Associate Game Designer

Yup. For both balance (ordinary skill with a placed knockback) and thematic (actively trying to grenade jump) reasons the knockback on Ziggs is quite a bit further than the knockback on enemies.



Does he get blasted further from his W then enemies do? Also, how does his E work? If someone steps on one of the bombs, do they all blow up?


Meddler - Associate Game Designer

Each mine can detonate seperately.


Does his E work on creeps?


Meddler - Associate Game Designer

The mines can be detonated by minions/monsters.


What's the damage range of the different aoe damage? not the throwing range. Compared to Brand's pillar of flames for exemple. And how exactly works the land mines? Ahri fox fire like or other champions traps like?


Meddler - Associate Game Designer

The size of AoE's pretty linked to the cooldown of the ability:

Q: Low CD, small to moderate AoE

W: Long CD, moderate AoE

E: Medium/Long CD, decent sized area covered by mines (enough to roughly block some jungle paths say)

R: Longish CD by ult standards, huge AoE.

The mines behave like traps, though are easily deployed and have a much shorter lifespan than other traps - they're particularly focused on area control/denial in or just before a potential fight.



Exactly how much time does using his abilities reduce the 12 second timer on his passive?

Also, is the passive damage a set number like lux or based off of AP like Orianna?



Meddler - Associate Game Designer

Base damage + AP.

The cooldown reduction's such that you'll want to weave the occasional well timed auto attack into a fight when safe to do so, but won't feel forced to do so between every cast.



As his designer, why would you pick Ziggs over any other ap mids?



Meddler - Associate Game Designer

From a mechanical perspective in lane zone control/poke plus some wider map influence.



Does this also mean in Blind Pick you can knock back an enemy Ziggs further than his teammates with your own Ziggs' bombs?



Meddler - Associate Game Designer

No.


Will his bomb throw have a special new like targetting reticule that shows how it will bounce and the arc it will take? or is it just a simple line and you have to guess how its going to bounce?


Meddler - Associate Game Designer

Standard targeting (AoE size plus range indicator). It's very much a case of once you see them in action/get some practice with them you'll develop a good feel for how they work.



How long do the mines last? They're not going to be like Teemo's mushrooms, are they?



Meddler - Associate Game Designer

They are not - Teemo's already got the 'trap the entire map' thing going on so we went for something different. Ziggs' mines are more focused on zone control/area denial - to give you some context with 40% CDR you'll basically be able to keep a minefield down constantly, providing your mana pool can take it.



Do mines grant vision when they explode?


Meddler - Associate Game Designer

They grant vision briefly on deployment and again briefly on explosion (which can nicely set up some of his other abilities)


How Banshee Veil works with him spells?


Meddler - Associate Game Designer

A single mine will pop Banshee's Veil.


Would you classify him as burst dps or more sustained dps?



Meddler - Associate Game Designer

Moderately bursty, though with quite high variance depending on how many skills you manage to land/whether you choose to use his Satchel Charge or Minefield for other purposes. Decent poke too.

Is the W a circular explosion? It would be cool to fake like you're going to jump back then set in front of the satchel and launch at an unsuspecting enemy.


Meddler - Associate Game Designer

Circular, though since all you have to do is change your position relative to the Satchel Charge on the ground there's certainly the potential for some sudden jukes if you can pull the timing off.



Can you go into more detail on the mines? Because it could be like 50 different ways in my mind.

Does it drop one at a time or several at once?

can a LOT be out like mushrooms, or capped like snap-traps?

Will they be useful in a fight? Or do they need a setup timer(like shaco boxes) before they can trigger?



Meddler - Associate Game Designer

Ziggs flings out the whole minefield at once, see above r.e. lifespan.



They've got a very short deploy time so they're definitely useable in a fight, particularly if you've got some allied CC to help out or some other way of keeping someone in that area/getting them there.



How to choose what spell to level first ! they're all awesome and dealing damage !

Rylai sounds like a must have too.


Meddler - Associate Game Designer

I favor Bouncing Bomb for the bomb spamming - CD lowers with rank and it's one of his key sources of damage.



Rylai's improves his control further and various playtesters are huge advocates for it. I'm also pretty keen on the early Deathcap glass cannon build myself.



Can you tell us who the voice actor for Ziggs is? If it's anyone with as good of a voice as Richard Steve Horvitz, then Ziggs will be the best champion ever made.

Meddler - Associate Game Designer

Not sure what the guy's name was off the top of the head, voice really fits the art/personality though.


he could be a potential ap jungler



Meddler - Associate Game Designer

There's some neat kiting of monsters through a minefield play possible for sure, beyond that suspect his jungle performance will end up pretty similar to Karthus' once people have figured him out. Guessing there though, it's something we tested enough to ensure it wasn't an abuse case but not down to every little detail, so will be really interested to see what players manage to pull off.



Bounce Distance?


Meddler - Associate Game Designer

Bounce distance is determined by initial arc length as above, number of bounces however is fixed.

Can't off hand think of a clear comparison for the minefield, champ spotlight should make it really clear how it functions though.



Did you say you could bounce his bomb OVER champions?


Meddler - Associate Game Designer

It'll happen occasionally, generally with smaller champions like other Yordles. As a Ziggs player you can compensate for that risk if you can predict their likely movement. When playing against Ziggs you can try and time it right to duck under it, though haven't seen anyone in playtesting that's mastered doing it consistently (someone as Kennen using lightning rush had the most success).



Where would you put him for skillcap and is he rewarded/not rewarded because of it?

also, you should create a Meepo Like Champion next, yknow, one that requires Microing



Meddler - Associate Game Designer

Very skillshot and timing dependent so a decent skill cap as a result, he's got a few quirks ability wise too. Proper ult usage, particularly when mid, is also likely to be pretty key to getting the most out of him, there's a bit of split push potential as well, though that's pretty risky if you get it wrong compared to some split pushers.



Sounds like a fun champion.. Would you want to build him glass cannon or with a RoA?



Meddler - Associate Game Designer

RoA, 3 Dorans/Deathcap, WotA or Rylai's are the builds I've seen perform ok. Pretty dependent on your playstyle/opposition/team comps though of course.





Hmmm, am I to take it then that being control oriented he'd be more likely a candidate to see play as a solo top mage like Swain/Kennen?



Meddler - Associate Game Designer

Depends on the match up - some common top bruisers will be pretty hard to deal with since they can stick on him, others he can do decently against due to his range.



Meddler, what is the range on his ultimate? Is it the range of Xerath when he uses his w or more of a lux ult?



Meddler - Associate Game Designer

Somewhat more than lux ult.





how far will he be able to knockback himself with his W compared to say...Tristana?



and how will his E act when you throw it in a bush?, will ALL the mines be visible, or NONE of them will be visible, or ONLY the ones in the brush will be visible (it'll be hard to boobie trap a bush if that's the case)

and will you be able to use your abilities while being knocked back with your W?



Meddler - Associate Game Designer

The knockback range on Ziggs himself is somewhat shorter than Trist's rocket jump, if you get the timing right though you're knocking yourself away from an enemy and them away from you though so the gap created can be pretty big. That's assuming you're not using Satchel Charge offensively to set up other spells of course.



Mines are seperate things for damage, visibility etc purposes. Placing the edge of a minefield in tribrush say can be effective, often though you'll want to save it for in combat area denial though. Of course if you know the enemies coming that way that's a different matter entirely...



You can indeed use other abilities while airborne.



Is he an AP mid or solo top kind of champ?





Meddler - Associate Game Designer

AP mid's his most natural home, he's not bad elsewhere though, particularly top against the right match ups.


Not sure if this has been asked before, but how many times does Bouncing Bomb bounce?


Meddler - Associate Game Designer

Bounces twice, so initial arc, bounce + smaller/slower arc, bounce + smaller/slower arc again, explosion (assuming it doesn't hit something and explode early).


Do you think Lich Bane is a good item to get because of his passive?



Meddler - Associate Game Designer

As a mid/late game item once you've got enough AP to make it worthwhile? Certainly, provided you're able to keep your distance or have a tanky frontline to keep the enemy off you. Passive's already giving you more incentive to auto attack every so often than the average caster after all.


With Ziggs' W, does the jump from Ziggs himself have a basing in his relation to the center of the explosion? Does his standing farther from the bomb's center push him farther or closer to the bomb, or vice versa? Or does the range of the grenade jump remain static, with only the direction being able to be changed?



Meddler - Associate Game Designer

Closer to the Satchel Charge = further knockback. This is particularly important if you're trying to knock an enemy around - if you only catch them with the outskirts of the explosion they won't go far.



How good works the spellvamp on him? Does every spell triggers it? Is it reduced because of aoe damage?


Meddler - Associate Game Designer

All his spells trigger spell vamp at the reduced AoE rate. His passive's a proc and doesn't trigger spell effects.



Could you give some info about his ult? like damage wise high/medium/low and is the cast range of his ult like graves or longer?



Meddler - Associate Game Designer

High damage, very long range. Uses a warning effect like Panth's ult - allies know where it's going to land as soon as he launches it, enemies get a warning a little bit before impact.


can you tell how his AP ratios will be distributed?, like will all his skills have similar (not identical) ratios or is there one or two abilities with real high ratios compared to the others?



Meddler - Associate Game Designer

Satchel Charge doesn't scale that strongly with AP, the focus there's on knocking yourself and/or others around. Other abilities all scale reasonably well.


How long is Ziggs' attack range?



Meddler - Associate Game Designer

Above average so that he can take advantage of his passive.



Are his skills Magic and/or Physical damage? Spell vamp works on him?


Meddler - Associate Game Designer

It's all magic damage and his spells all proc spell effects (Rylai's, Spell vamp) at the AoE rate.

Es hat sich bereits 1 registrierter Benutzer bedankt.

Benutzer, die sich für diesen Beitrag bedankt haben:

Soulstrom21

Beiträge: 353

Aktivitätspunkte: 1 765

Wohnort: stuggi.boggie

XBox-Gamertag: SPC Blackangel

Spielsprache: DE USK

Spieleplattform: Xbox 360

Danksagungen: 66

  • Private Nachricht senden

8

Sonntag, 29. Januar 2012, 19:58

darf man hier auch irgendwie seine meinung reinschreiben? thx 4 news :D mal sehen entweder kauf ich kennen oder ziggs^^
Sarkasmus ist Ironie für fortgeschrittene...

  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

9

Montag, 30. Januar 2012, 06:35

Danke dir. An sich dachte ich nur an news, wenn jemand welche hat kann dieser sie Posten, Diskussionen dazu sollten aber eher im normalen thread gehandhabt werden.

PS: es kann immer wieder vor kommen, dass es zwei posts werden wie gerade oben.

  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

10

Mittwoch, 1. Februar 2012, 06:44

Jetzt sind es gerade mal die links, bin gerade etwas im Stress will euch das aber nicht vor enthalten.

patchnotes

da ich derzeit noch Probleme mit der maximalen Anzahl an Zeichen, hier einfach nur der Link.
Wie man sieht wird bei den Champs kaum was gemacht, meist Bugfixes. Änderungen kriegen wenige, Items und das Spiel selbst.
Die Wenigen Champs sind Ashe, bei welcher geschaut wird, dass sie etwas länger auf der Lane bleiben kann. So wird das Startleben, Rüstung und Mana pro Level erhöht. Der Cooldown von ihrem Volley, also der Mehrfachschuss, wird reduziert, zumindest der Anfang, weiterhin wird er bei Maximalem Level 4 sekunden haben.
Ashe's und Ezreal's Ulti fliegen bekanntlich über die ganze Karte, nun kreigt man beim Flug auch sicht. Wie stark sich das auswirkt auf das Spiel ist fraglich.

Jax bekommt in meinen Augen einen sehr starken buff.
Nicht nur der Counterstrike mit dem abbrechbaren "Dodge" wurde geändert, nun erhält er auch 25% weniger Schaden durch AoE(Area of Effect), also Flächenschaden. Der Schaden wurde etwas angeglichen, aber der Bonus wurde um 0,3 erhöht. Das heißt für jeden Bonusschadenswert kriegt er 0,8 zusätlichen Schaden auf diese Fähigkeit. Weiter wird nicht mehr ein Bonusschadenswert hinzugefühgt bei jedem hit sondern 20% mehr schaden bis zu 100%. Zu letzt bekommt dieser Skill auch noch einen geringeren Cooldown, um 4 Sekunden allen jeweiligen Rängen, somit 18/16/14/12/10.
Seine Manaregeneration wurde auch erhöht von 0,45 pro Level auf 0,7.
Jax erhält nun auch einen 8 Sekunden bonus bei seiner Ulti als vorher mit 6 Sekunden.
Für mich klingt das ganze sehr stark.

Lee Sin's nerfs waren schon etwas bekannt. Nun stehen die Werte fest. der Bonus von seiner Passiv wurde auf 40% von 50% Attackspeed reduziert.
Der Q Skill macht nicht mehr 10% des vermissten Lebens Schaden sondern 8%.
Ob das ganze wirklich so schlimm für ihn ist, ist fraglich. Für mich ist er dennoch ein sehr guter Jungler.

Die Ulti von Morgana kriegt keinen Bonus in höhe von 0,8 pro Fähigkeitsstärke sondern nur noch 0,7.
Dennoch nicht ausschlaggebend für mich.

Sivir bekommt einen nerf, Der Bommerang macht weniger schaden allgemein und die Ulti gibt weniger Movementspeed, nur noch 20%

Viktors Q fliegt nun schneller und seine Ulti macht mehr Schaden pro Sekunde.

Es werden bei den Items Änderungen kommen. Zum einen ein neues Item, mit Aktivierbaren Schild für euch und Verbündete im Umkreis. Das Schild ist nicht extrem stark aber kann helfen.
Starks Favor wird abgeändert, so wie Emblem of Valor(teil von Starks).
Sehr interessant und für mich nervig... Wille der Uralten (Will of the Ancients) wird geschwächt, der Spellvamp wird auf 20% reduziert.

So das war es mal mit den Patchnotes


Der Neue Champ ist unterwegs mit dem Patch. Er wirkt auf den ersten Blick sehr stark, wie das dann wirklich im Spiel sich auswirkt ist wieder fraglich. Der Spotlight ist natürlich eine Sache, da hier etwas rumgespielt wird und "besser" aussehen soll. Doch finde ich, sieht er sehr witzig aus und kann ich mir auch extrem stark vorstellen.

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Falconone« (1. Februar 2012, 14:40)


Jinyax *

Major General

Beiträge: 1 048

Aktivitätspunkte: 5 305

XBox-Gamertag: JlnyaX

Spielsprache: DE USK

Spieleplattform: Xbox 360

Danksagungen: 355

  • Private Nachricht senden

11

Dienstag, 23. Oktober 2012, 04:26

Champ-/Skinsale & Rotation [23.10.12]

Sale


Yorick & Undertaker Yorick für jeweils 487 RP

Mordekaiser und Lord Mordekaiser für jeweils 487 RP

Evelynn für 292 RP und Shadow Evelynn für 260 RP




Rotation




Alistar
Cho'Gath
Dr.Mundo
Janna
Katarina
Miss Fortune
Skarner
Vayne
Viktor
Ziggs


[SE]iNoah *

Commander Silver

Beiträge: 8 251

Aktivitätspunkte: 41 475

Wohnort: Württemberg

Spieleplattform: PC

Danksagungen: 1828

  • Private Nachricht senden

12

Dienstag, 23. Oktober 2012, 07:02

Nur Kacka im Angebot :(


SpamElite :loveyou:

Soulfire *

so long suckers!

Beiträge: 4 331

Aktivitätspunkte: 22 010

Wohnort: Braunschweig

Steam-ID: Soulfire

PSN-ID: SOULFIRE8000

Spielsprache: DE USK

Spieleplattform: PC
PlayStation 3

Danksagungen: 2533

  • Private Nachricht senden

13

Dienstag, 23. Oktober 2012, 12:50

Voyboy auf der Ersatzbank

So wie es aussieht, ist der aktuelle Toplaner für CLG.Prime nicht mehr gut genug.
Neues Lineup: Chauster Jungle, HSGG Top, bigfatLP Mid, Locodoco Support, Doublelift AD

Quelle


"Die Starken sind die...die unter Tränen lachen...
...eigene Sorgen verbergen und Andere glücklich machen...."

Soulfire *

so long suckers!

Beiträge: 4 331

Aktivitätspunkte: 22 010

Wohnort: Braunschweig

Steam-ID: Soulfire

PSN-ID: SOULFIRE8000

Spielsprache: DE USK

Spieleplattform: PC
PlayStation 3

Danksagungen: 2533

  • Private Nachricht senden

14

Dienstag, 23. Oktober 2012, 23:02

Zuschauerzahlen vom S2 Finale

Riot hat ein paar Zahlen veröffentlicht.

Klick mich


"Die Starken sind die...die unter Tränen lachen...
...eigene Sorgen verbergen und Andere glücklich machen...."

  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

15

Donnerstag, 25. Oktober 2012, 08:35

Und die Patchnotes für heute/morgen sind da
late October patchnotes

Ein paar Champs trifft es echt hart...

[GEA]Maxxtro

Lieutenant General

Beiträge: 1 662

Aktivitätspunkte: 8 685

Spieleplattform: PC
Xbox 360

Danksagungen: 493

  • Private Nachricht senden

16

Donnerstag, 25. Oktober 2012, 08:50

Jayce

Donnernder Schlag
Verursacht keinen konstanten Grundschaden mehr (verursacht weiterhin einen Prozentsatz vom maximalen Leben an Schaden und hat einen Bonusfaktor des Angriffsschadens).
Ein Fehler wurde behoben, durch den Betäubungen manchmal länger als die Rückstoßdauer anhielten.
Die Manakosten von „Beschleunigungstor“ wurden von 30 auf 50 erhöht.



das suckt!!!!

[SE]iNoah *

Commander Silver

Beiträge: 8 251

Aktivitätspunkte: 41 475

Wohnort: Württemberg

Spieleplattform: PC

Danksagungen: 1828

  • Private Nachricht senden

17

Donnerstag, 25. Oktober 2012, 09:03

Zitat

Jayce

Donnernder Schlag
Verursacht keinen konstanten Grundschaden mehr (verursacht weiterhin einen Prozentsatz vom maximalen Leben an Schaden und hat einen Bonusfaktor des Angriffsschadens).
Ein Fehler wurde behoben, durch den Betäubungen manchmal länger als die Rückstoßdauer anhielten.
Die Manakosten von „Beschleunigungstor“ wurden von 30 auf 50 erhöht.



das suckt!!!!

Sign :(


SpamElite :loveyou:

Nisses *

Major General

Beiträge: 1 055

Aktivitätspunkte: 5 465

Wohnort: mp_warehouse

Steam-ID: nisses58

Spieleplattform: PC

Danksagungen: 451

  • Private Nachricht senden

18

Donnerstag, 25. Oktober 2012, 10:27

Is doch sau hammer! Der E war dermaßen mies. Brauchste gar kein Geld zu haben, einfach nur E maxen und du machst Schaden. Total der Bullshit. Sehr viel besser mit der AD-Ratio.


  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

19

Dienstag, 30. Oktober 2012, 02:47

Jetzt ist es auch auf Twisted treelines möglich, CoOp vs Ai. Zumindest verkündete das Riot auf Twitter.

EDIT:
Weiterhin ein Paar Sachen. Riot hatte mal wieder ein Frage,Antwort Runde gemacht. Hier ein paar Antworten von Riot

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Falconone« (30. Oktober 2012, 10:03)


  • »Falconone« ist der Autor dieses Themas

Beiträge: 2 377

Aktivitätspunkte: 11 925

Wohnort: Bayern

Spieleplattform: PC

Danksagungen: 303

  • Private Nachricht senden

20

Mittwoch, 31. Oktober 2012, 11:42

Hier mal ein paar nette Infos zum Ende von Season 2
Season 2 End FAQ
Icon Rewards